An Unofficial Chaos Overlords FAQ

  Version 0.7.1
  Last revised July 18, 1997

  The most current Unofficial Chaos Overlords FAQ
  (Frequently-Asked-Questions) is located at
  http://www.panix.com/~rwebb/chaos/chaosfaq.html.
    _________________________________________________________________

  Author: Russell Webb ([email protected])
  Contributors: Drew Fudenberg ([email protected]), Tim Jordan
  ([email protected]), Adam K. Rixey ([email protected]), George Ruof
  ([email protected])
  Special thanks to: George Ruof of New World Computing
  ([email protected]) and John K. Morris of Stickman Games
  ([email protected])
  Scapegoat: Hedin Vice ([email protected])

  FAQ revision history. (Dull stuff, really. You have been warned.)
    _________________________________________________________________

  Trademark information: Chaos Overlords is a trademark of New World
  Computing, Inc., and is so acknowledged. Any other trademarks used in
  this FAQ are also acknowledged.

  Copyright information: This FAQ is Copyright 1996 by Russell Webb. All
  rights reserved. Permission is given to reproduce this FAQ as long as
  the author and all contributors are acknowledged and the FAQ is
  reproduced in its entirety.

  Contact [email protected] for additions, corrections, and flames. This
  FAQ is somewhat incomplete at present; please help by mailing me
  anything you think would be a beneficial addition.
    _________________________________________________________________

   1. Introduction
         + What is Chaos Overlords?
         + Overview of gangs, sites, and items
         + Chaos Overlords demo
         + System requirements
   2. Multiplayer notes
         + General
         + Modem connections
         + TCP/IP connections
         + Direct serial connections
         + PC/Mac interoperability
   3. Game elements
         + Research
         + Combat
         + AI and difficulty level
   4. Strategies
         + Starting strategies
         + General strategies
         + Specific scenario strategies
   5. Data tables
         + Gangs
         + Items
         + Sites
   6. Gang comparison
   7. Player-suggested enhancements
   8. Unknown
    _________________________________________________________________

1. Introduction

 What is Chaos Overlords?

  Chaos Overlords is a strategic game of futuristic gang combat. It was
  developed by Stick Man Games and released in May 1996 by New World
  Computing for the Macintosh and Windows 95 platforms.

  The setting is a grim cyberpunk city of the year 2050 divided into an
  8x8 grid of 64 sectors. Six human and/or computer-controlled AI
  overlords attempt to gain control over the mostly-lawless city, sector
  by sector, with some variation depending on the game's scenario
  objectives.

  You start the game employing a single gang and in control of a single
  sector. Your initial gang, The Right Hands, is a band so loyal that

  you don't even have to pay them any upkeep. With them you can start to
  influence local businesses, gain control of nearby city sectors,
  research new tech, deck them out in power armor and assault rifles, or
  just send them off to cause chaos, extorting money from the local
  population. By expanding your small empire across the city you raise
  funds to hire more gangs, buy better weapons and armor, protect your
  turf, and annihilate the opposition.

  Chaos Overlords (so named from the financial need for gangs to extort
  funds by wreaking chaos) is a turn-based game. Some have suggested
  that the types of gangs are reminiscent of the Steve Jackson
  'Illuminatus' card game, with game mechanics similar to that of a card
  game like Magic (with upkeep, command, execution, and hire phases, and
  with random gang hiring every turn that is similar to drawing a new
  card). Though it's a turn-based combat game, don't expect a cyberpunk
  X-Com or Jagged Alliance here: combat is resolved statistically, with
  silhouette mannequins duking it out noisily with ranged weapons, melee
  weapons, or martial arts to illustrate the attack and defense results.

 Overview of gangs, sites, and items

  The gangs you hire are similar to the 'agents' in Simisle by Maxis:
  the gangs are the foundation of the game. All goals are achieved
  directly by using them, and the success or failure of any task depends
  on the gang's abilities and their surroundings. There are 90 different
  gangs in the game. (The box and documentation mention 70+; a total of
  90 gangs were added after printing the documentation.)

  Three different gangs are available for hire each turn. At your
  discretion you can turn down one of the three gangs or hire one.
  During the subsequent turn a new gang will take the hired/snubbed
  gang's place, so three distinct gang choices will always be available.
  Gangs are not unique, however, and you may end up hiring multiple
  instances of the same gang or fighting an enemy gang that is identical
  in basic stats to one of your own. You are limited to simultaneously
  employing a maximum of 80 gangs.

  Sites are organized into clusters of three buildings in each sector,
  each with some strategic value. Want a head start on research? Take
  command of a city sector with a research lab, send in heavy iron to
  elicit a cooperative attitude from the lab personnel, then send in Rig
  Masters or Trantian Fusers to start cranking out Monom (monofiliment)
  Rods or Rocket Launchers. Need cash? Those Corporate Raiders of yours
  can influence a local casino for that much-needed protection money, or
  influence a local hospital to give a healing boost for recuperating
  gang members. There are 24 different types of sites, each with varying
  modifications to the tolerance towards or abilities of your gang
  members. These sites automatically affect gangs in their sector once
  they have been influenced. Since there are 192 randomly-distributed
  sites in a game, multiple occurrences of all buildings show up across
  the map.


  Fifty-three different items are available (or researchable) to equip
  your gangs and give them a chance for survival. These are split into
  11 different technology levels, from 0 (the most basic of items, like
  a metal pipe or pair of sound-dampening sneakers) up through level 10
  (such as a plasma generator or mechanized battle suit). Each of your
  gangs has a limit to the technology level they can use; the Mutant
  Thugs will have a fine time with a tech 3 Shotgun, but they just won't
  be able to figure out a tech 9 Phaze Handgun. Once researched, items
  can be purchased/fabricated and equipped amongst your gangs without
  additional research.

 Chaos Overlords demo and v1.1 patch

  A demo of Chaos Overlords is available on NWC's web site with 8-bit
  graphics for PC (6.2MB) and Mac (4.4MB), or 16-bit graphics for PC
  (7MB) and Mac (6.2BM).

  A demo was also available with the included CD of several PC game
  magazines, including a mid-1996 issue of PC Gamer. Apparently the
  demo's documentation was inadvertently omitted. Check
  http://www.3do.com/nwcomputing/faq/chaosdem.zip for the missing
  information.

  In late July, 1996, a version 1.1 patch (more of an upgrade with new
  features, really) was released for the Windows 95 version (185k) as
  well as the Mac version (1.6MB). Changes include minor bug fixes as
  well as a site map overview feature, the ability to continue looking
  at the console gang/site/etc. displays after submitting your turn in
  multiplayer games, more hot-spots in the attack, equip, give, and
  other panels to immediately get info on items and gangs, and access to
  enemy gang stats by double-clicking on them.

 System Requirements

   Windows 95 System Requirements

    * IBM 486/33 or greater and 100% compatibles (486/66 recommended)
    * 8MB RAM
    * Double speed CD-ROM drive
    * 10 - 30 MB hard drive space
    * DirectDraw compatible SVGA graphics card
    * Windows 95

  [Note: a 486DX2/50 user reports as being satisfied with the game's
  performance, so these requirements may be targeted appropriately.]

   Macintosh System Requirements

    * 68030 or Power Macintosh Processor (Power Macintosh Native)
    * 4 MB free RAM for 256 colors (6 MB free RAM for Power Mac / 65,000
      colors)
    * Double speed CD-ROM drive
    * 20 MB hard drive space
    * 13" or larger monitor (minimum 640x480x256)
    * System 7.x
    _________________________________________________________________

2. Multiplayer notes

 General

  There is a $15 offer for an additional Chaos Overlords CD, available
  to all registered CO users. Information on the offer posted by
  [email protected] to Usenet is here.

  In a multiplayer game the game host's files are the only ones used to
  actually calculate results. The client data files are used for
  displaying information locally. If you start mucking about with the
  data files and give Parking Lots a +255 defense, it will only affect
  the actual gameplay if the change is on the host, and the host data
  file changes will not be visible to other players unless their data

  files reflect the same modifications. This might be potentially abused
  by a host that makes obscure changes that aren't immediately evident.
  A checksum or CRC of host vs. client files might be beneficial if
  abuse occurs.

 Modem connections

  PC-to-PC modem connections seem to be quite stable. Please report any
  problems if they are notable.

 TCP/IP connections

  TCP/IP connections work well even hosted over a 28.8k connection.
  There is some slowdown with a large number of players, but the speed
  is still fairly satisfying.

  Sources for TCP/IP Chaos Overlords opponents include:

    * the web site http://www.wizweb.com/arena/chaosOverlords/
      (recommended)
    * notices on the Usenet newsgroups comp.sys.ibm.pc.games.strategic
      and comp.sys.mac.games.strategic
    * the Chaos Overlords IRC channels: #chaosoverlords (undernet) or
      #chaos_overlords (dalnet). There are good places to go after
      you're so rudly disconnected at the game end--what fun is it if
      you can't gloat about your CO victory, or if you can't harrass the
      game winner?

 Direct serial connections

  No reported comments so far.

 PC/Mac interoperability

  NWC says that the Windows 95 and Macintosh versions of CO will work
  together. It reportedly works well with TCP/IP connections between the
  two platforms, but currently there are no reports of success or
  failure with direct serial or modem connections between PCs and Macs.
    _________________________________________________________________

3. Game elements

 Research

  There is no research tree. Any gang with a sufficient tech level can
  research any item (with varying speeds, depending on what sites in
  that sector have been influenced, and what miscellaneous items are
  equipped, such as a Science Kit). Research is cumulative, and having
  more than one gang research an item gives faster results. If you stop
  researching and then carry on with the same research topic later, the
  prior research points will carry over when research is resumed with
  the same or a different gang.

  Research success rolls used in excess of what is required for a topic
  are wasted. For example, if Computer Hackers (Res 3) with a Science
  Kit (Res 5) are at a Science Lab (Res 5) work on a Kevlar Vest (RC 2)
  and gets 3 successes, the excess successful research roll is wasted.
  Matching research topics efficiently with researcher skills (when
  possible) is somewhat important due to this.

 Combat

  Force has an effect on combat. If you've repeatedly seen high-defense
  gangs (say, defense 13) getting dinked by weaponless enemies (combat
  5, for example), force is the reason. The formula in the manual
  implies that a defender's modified defense higher than an attacker's
  modified combat will be immune to injury. The formula (p.51) should
  read:

    Attack Roll = (Gang's Combat + Gang's Force) - Defender's Defense

  An attack will only have a 0% chance of effectiveness if the attack
  roll as shown above turns out zero or less. Force has no direct effect

  on defensive adjustments, only as a combat adjustment.

  Since all attacks occur simultaneously, retaliatory attacks are
  calculated using the stats in effect at the beginning of the combat
  round (including the initial force of a retaliatory attacker--that's
  what the upper force bar displays during combat). Your Ground Zero
  gang equipped with Reaction Leather and Phaze Handgun (com 23, force
  10, def 13) may have wiped the weaponless Psychos from 10 to 0 force
  on an initial attack, but the doomed Psychos (com 5, force 10)
  simultaneously retaliate with a minor chance to wound Ground Zero
  ((5+10)-13=2 chances of 33.3% to do one force damage each to Ground
  Zero).

 AI and difficulty level

  The computer has 2 different strategies. On Goon, Criminal, or Crime
  Lord it tries to win. On Homocidal Maniac it tries to keep you from
  winning... usually by killing you. :) The higher difficulties do make
  the computer more aggresive so it might attack you more often than
  just passing through your sectors [[email protected]]

  The computer will never gang up on the player (except maybe in
  Homicidal Maniac). The computer basically scouts all of the other
  player to find any weak spots. The AI does NOT cheat. We were very
  adamant about making sure that the AI played fairly. [...] [re: AIs
  grabbing gang-less sectors] If you keep people in your sectors, it
  should make it more difficult for the computer to take. If you saw an
  unoccupied sector sitting there, wouldn't you take it?
  [[email protected]]
    _________________________________________________________________

4. Strategies

 Starting strategies

  Adam K. Rixey ([email protected]):

    * When you start out, try and get a few casinos as early as
      possible. I was having money problems the first few times I
      played, but casinos generate a lot of cash (6 per turn). Also buy
      a few mostly useless groups with 0 or 1 upkeep (like the clowns or
      the smiley-face dudes) to just chaos each turn while your better
      gangs do important things like taking over sectors and
      researching. These guys also make good scouts and bait...
    * As soon as you see a Research Center or something similar, take it
      and station at least two people there to research equipment. You
      want the big guns as soon as possible (just make sure you have
      gangs that can use them...). If you can get something like a
      shotgun in the first four or five rounds and give it to a
      relatively cheap but good gang, you're sitting pretty.
    * Try to keep at least one martial arts gang in your queue so that
      if you need quick reinforcements you can hire them and they can
      put up a good fight right away without equipment.

 General strategies

  Don't forget that Bankers, Computer Hackers, and Forgers have negative
  upkeep. That is, they earn you money every turn. Of course,
  accompanying them are rather stiff hiring fees, so they might be
  difficult to hire too many of them near the beginning of the game.


  Tim Jordan ([email protected]):

    * Hospitals and Temples are key: Once you control one of these
      puppies it is much easier to bring new recruits to full power at
      them and their added support makes them that much harder to steal
      away from you (assuming of course you always leave someone there).
    * Chaos 'til the cows come home: Money is key in this game and
      although Casinos and Office Towers can make you big money, most
      average gangs chaosing can make about 5 bucks easy. The trouble
      starts when you really try to squeeze a sector for all its worth
      with multiple folk since you really start pushing the envelope at
      this point, but if you've got a gang with nothing incredibly
      important to do besides guarding a square, chaos away!
    * Detection and stealth are not to be underestimated: This may have
      been obvious to everyone else from the start but I just realized
      its bigger ramifications in combat recently. Quite simply put, if
      your stealth is greater than the best enemy is the sector's
      detection (allowing, of course, the modifiers for multiple groups
      they may have there) you cannot be attacked. Since the attacker
      usually has such a big advantage, this allows you to totally
      choose your attacks or simply go about business as normal
      (influencing, chaos, equipping, etc.) since they can't interfere
      with you. This factor really comes into play when choosing armor
      and weapons to equip since stealth can easily be shot to hell by
      these devices. If you have sneaky folk you want to stay that way
      (like your Right Hand Men in an Elimination game) consider sites
      with back ally networks and quiet equipment. This also means that
      scanners are pretty damned useful too, how many times have you had
      a gang pummeled in a supposedly "empty" square?
    * Set up research centers: Maybe this is too much a "Putting all of
      one's eggs in one basket", I find that having my scientist,
      hackers, and other brain types hanging in a site with a research
      center and all equipped with science kits allows me to knock even
      the biggest projects out in a few turns and gain a huge
      technological boost on the competition. Since the first five tech
      levels can be done anywhere if your gang is technologically
      advanced enough, these centers should put their emphasis on the
      6-10 tech items. As long as they're out of trouble and not Weight
      Lifters, its often easiest to have the low tech gangs do their own
      research.

  George Ruof ([email protected]):

    * Snitching: Get someone with a really high stealth and go snitch to
      make police crackdowns. It's a lot easier to control sectors after
      the police wipe everyone out of them.
    * Factories: 30% off on equipment can help a lot. I usually hire
      gangs to the hospital sector, heal them, then move them to the
      factory sector to get equipped. After that they're ready to go on
      a killing spree.

    * Research centers: This is the only way to get high tech items. If
      you get some gangs with high research numbers and give them
      science kits you can gain a great advantage quickly. Hopefully
      you'll also be lucky and get good gangs.

  Drew Fudenberg ([email protected]):

    * Remember that the agent's force is added in to most calculations,
      so agents who are fully healed are the most effective. For this
      reason the first thing I research is usually a med kit- I give it
      to the researcher and have him heal before he researches further.
      When I can afford high-tech agents I upgrade to the body
      stabilizer for those who can use it. Yes, hospitals and clinics
      can be a substitute, but they don't seem to be that densely
      scattered, and it wastes a lot of time to trek back to them.
    * If it looks a sector will need to maintain a sizable garrison,
      uses bribes to get the tolerance up so you can have several agents
      chaos at once.
    * One fun high-tech combination is invisio cloak plus empathic
      enhancer.

 Specific scenario strategies:

   Big Man

    * Tim Jordan ([email protected]): While I still have a tough time
      with this one even on just criminal level AI, I've found the key
      to life is to grab one of the center squares ASAP! Move your first
      gang there right off the bat, don't rest until one is yours! Also,
      if in one of those lucky situations where you have a choice of
      equally distant center squares to go for, shoot for one with some
      sort of healing (hospital, temple, clinic)! Since a great deal of
      this game will be spent just defending your one spot, the extra
      healing and support to thwart overthrows is invaluable!
    _________________________________________________________________

5. Data tables

  The information in the following tables are from CO data files (PC and
  Mac versions are identical).

 Gangs (90 total)

  Hir=Hiring cost, Upk=Upkeep cost, Com=Combat, Def=Defense, Tec=Tech
  level, Stl=Stealth, Det=Detect, Cha=Chaos, Ctr=Control, Hel=Heal,
  Inf=Influence, Res=Research, Str=Strength, Bla=Blade/Melee,
  Ran=Ranged, Fig=Fighting, Mar=Martial Arts




Name                     Hir Upk Com Def Tec Stl Det Cha Ctr Hel Inf Res Str Bl
a Ran Fig Mar
-------------------------------------------------------------------------------
-------------
ABOMINATORS                6   3   5   6   4   2   7  -2  -2   4   2   0   3
0   0   0   0
ANGELS OF ARCADIA         11   6   6   7   9   7  10   3   5   5   3   1   4
0  -9  -5   0
ANTI-TEMPLISTS             5   3   2   3   6   7   8   1   2   0   1   0   0
0   4   0   0
ARCHITECS GUILD            8   5   2   3   9   7   8   0   1   0   9   0   0
0   0   0   0
AZURE ORDER                8   4   0  10   0  10  10   1   1   3   1   0   0
0   0  11   0
BAD ARTISTS                6   3   0   0   4  10   5   3   1   0   1  -5   0
0   0   0   0
BANKERS                   11  -1  -2   1   4  10  10   3   0   0   3   0  -1
0   0   0   0

BICYCLE MESSENGERS         1   1   1   1   2   7  10   1   0   0   0   0   0
0   0   0   0
BLOOD ORDER               11   6   0  13   0   9  11   3   0   3   0   0   1
0   0   0  12
BOUNTY HUNTERS             8   5   3   4   8   8  13   0   0   3   2   0   2
0   4   0   0
BROTHERS OF THE BLADE      7   3   1   5   8   8   8   0   0   0   1   0   0
7  -3   0   0
CHAIN GANG                 3   2   2   3   5   6   6   0   0   0   3   0   3  -
2   0   0   0
COMPUTER HACKERS          15  -2  -1   0   8   9  14   4   1   0   2   3  -2  -
1  -1  -1   0
CORPORATE RAIDERS          7   5   0   1   9   8   8   5   5   0   6   0   0
0   0   0   0
CRAP PUKES                 1   1   1   1   3   7   7   0   0   0   1   0   0
0   0   0   0
CRIMSON DRAGONS            7   3   4   5   6   9   8   2   0   2   0   0   0
4   0   2   0
CYBERSHARKS                5   3   3   5   6   5   8   3   0   1   0   0   3
0   0   0   0
DEER HUNTERS               2   1   2   2   4   8   9   0   0   0   0   0   0
0   2   0   0
DEVIL RIDERS               4   3   2   4   6   6   8   1   0   0   2   0   1
0   3   1   0
DISCO FREAKS               3   1   1   3   4   3   9   1   0   1  -5   0   1
0   0   0   1
DOG BOYS                   2   1   3   1   3   6  10   0   0   0   0  -1   0
0   1   0   0
DOMINATRIX CLIQUE          3   1   2   5   2   3   9   0   2   0   1   0   4  -
4  -3  -3   0
DOOMSDAY CULT              6   3   1   3   6   9   9   3   3   1   3   2  -1
0   2   0   0
EBON ORDER                 8   5   0  10   0  14   9   5  -1   2   3   0   2
0   0   0   7
EMERALD ORDER              9   5   0  11   0  10  10   0   0   4   1   0   0
0   0   0  10
EX-POSTAL WORKERS          4   3   0   1   4   7   8   1   0   0   0  -3   0
0   6   0   0
EX-PRO ATHLETES            5   3   5   5   2   3   9   2  -2   1   1  -2   3
5   0   1   0
FACEMEN                    5   3   1   1   6  10   9   2   5   0   3   0   0
0   0   0   0
FIGHTING NUNS              5   3   3   4   5   7   9  -5   0   0   0   0   2
0   3   1   0
FIRESTORM TEAM             8   4   4   4   8   7  10   2   0   0   3   0   0
2   4   0   0
FOLLOWERS OF SQUIGGY       1   0   0   0   2  10   7   1   0   0   0   0   0
0   0   0   0



Name                     Hir Upk Com Def Tec Stl Det Cha Ctr Hel Inf Res Str Bl
a Ran Fig Mar
-------------------------------------------------------------------------------
-------------
FORGERS                   20  -3   3   4   9   8   8   1  -1   0   2   3   0
0   1   0   0
FORTUNE TELLERS            5   3  -1   1   3  10  12   4   2   2   4   0   0
0   0   0   0
GREY ORDER                 7   4   0   7   4   7  10   1   1   2   2  -2   2  -
6  -6   0   8
GROUND ZERO               12   7   7   8  10   6   8   5   2   4   3   0   0
0   5   2   0
GUN RUNNERS                6   3   1   3   7  10   9   3  -1   0   0   0   0
0   6   0   0
HAMMER SQUAD               2   2   1   3   2   5   7   0   0   0   2   0   2
0   0   0   0
HAMMERFIST CLAN            2   2   0   5   0   7   7   0  -1   0   1   0   3
0   0   3   0
HAPPY CAMPERS              4   3   0   3   8  10  12   3   1   3   0   0   0
0   0   0   0

HEADBANGERS                3   2   1   2   3   7   5   2   0   0   0   0   2
0   0   0   0
IRON CADRE                 9   5   4   4  10   7   9   1  -3   0   5   3   6
0   0   0   0
LEATHERHEADS               3   1   3   4   2   7   6   0   0   0   1   0   2
0   0   0   0
MAGENTA ORDER              6   3   0   8   1   9   9  -3   1   2   0   0   4
0   0   0   4
MASTER LEECHES             3   1   0   1   4   9  10   3  -3   0   2   0   0
0   0   0   0
METAL BURN                 7   4   3   4   7   6   8   3   0  -1   1   0   0
0   6   0   0
MIDDLEMEN                  3   2   2   2   5   8   8   0   2   0   2   0   0
0   0   0   0
MUTANT THUGS               3   2   0   1   3   7   6   0  -2   5   1   0   4
0   0   0   0
MUTT ORDER                 2   1   0   4   1   7  10   0   0   1   0   0   0
0   0   0   3
NANCY BOYS                 0   0   0   0   1   5   5   0  -1   0  -1   0   0
0   0   0   0
NECK KICKERS               4   1   0   0   5   9  11  -6  -6  -2  -6  -6  -4  -
4  -6  15   0
NEW JACKS                  5   3   2   3   6   8   9   3   3   0   3  -1   0
0   4   0   0
NIGHT WALKERS             10   6   3   6   5  11  11   4   4   5   6   0   4
0   0   5   0
NINJA EXTRAS               5   2   2   3   5  10   8   0   0   2   0   0   0
1   0   3   0
PAIN, INC.                 9   5   4   5  10   9   8   0   3   0   4   0   3
0   0   0   0
PINHEADS                   5   2   3   2   1   3   7   0   0   1   2  -5   5  -
2   0   0   0
PRESS CORP                 6   4   1   2   8   5  11   4   1   0   4   0   0
0   0   0   0
PSYCHOS                    4   3   5   1   7   5   7   3   0   1   0   1   0
0   0   0   0
PUDDING CLOWNS             1   1  -2   1   1   8   8   0   0   9   0   0   0
0   0   0   0
PYRAMID HEALERS            2   2   0   4   5   7  10   0   0   4  -1   1   0
0   0   0   0
RACKETEERS                 7   4   0   3   9   9   7   6   2   0   2   0   0
1   3   0   0
REGULATORS                 4   3   2   4   5   9   9   2   2   0   0   0   0
0   4   0   0



Name                     Hir Upk Com Def Tec Stl Det Cha Ctr Hel Inf Res Str Bl
a Ran Fig Mar
-------------------------------------------------------------------------------
-------------
RIG MASTERS                9   6   4   7  10   7   8   0   0   0   0   3   1
0   1   0   0
RIGHT HANDS                0   0   1   1   7  10  10   1   1   0   0   0   0
0   0   0   0
RIPPERS                    4   2   3   3   6   9   9   0   1   0   0   0   0
4  -4   0   0
ROAD REPAIR CREW           4   2   2   3   6   6   7   2   1   0   0   0   3
0   0   0   0
RUSTED BLADES              4   2   2   4   5   7   8   1   2  -1   0   1   0
4  -3   0   0
SCIENCE TEAM               6   2  -3   1  10   7  10   1   0   0   0   4   0
0   3   0   0
SCUMBAGS                   1   1   1   3   2   8   8   1  -1   0   0   0   0
0   0   0   0
SEWER RATS                 1   1   2   2   2   9   7   0   0   0   0   0   1
0   0   0   0
SHADOW NINJAS              6   4   3   4   5  13   8   1   0   0   0   0   1
3   0   5   0
SHOCK TROOPERS             6   4   2   5  10   5   8   0   3   0   0   0   0
0   3   0   0

SILVER ICE                 7   4   4   5   7  11   8   1   3   2   0   0   1
5   0   1   0
SISTER OF THE SABER        6   3   1   4   8   7   9   0   0   0   2   0   0
6  -2   0   0
SLAMDANCERS                3   2   1   4   3   5   7   3   0   2   0   0   1
0   0   3   0
SNIPERS                    6   4   1   5   8  11  11  -2  -3   0  -2   0   0
0   8   0   0
SOUTHSIDE PUNKS            4   2   3   3   5   7   7   1   0   0   0   0   0
0   2   0   0
SPASMIC SUPERHEROES        7   4   5   5   7   8   8   4  -2   5   0   0   5
0   0   0   0
STORMLORDS                 8   5   6   4   9   6   9   4   2   0   0   0   0
0   2   0   0
SUICIDE SQUAD              3   0   9   0   9   1  10   0   0  -6   0  -3   0
0   0   0   0
SUNSHINE CULT              1   0  -3   0   0  10   7   0   1   0   1   0   0
0   0   0   0
TEAM STICK MAN            10   5   2   3  10  12  12   5   5   6   2   2   0
0   0   0   1
TECHNO SCREAM              6   4   3   4  10   8   8   0   0   0   1   2   0
0   2   0   0
THE CLEANERS               8   5   5   5   9   9  10   1   0   1   1   0   3
0   5   2   0
TIGER CLAN                 8   5   4   8   3   6  10   2  -1   3   0   0   1
0  -2   0   4
TRANTIAN FUSERS           10   5   3   6  10   5  10   1   0   3   2   5   2
0   0   0   0
TROUBLEMAKERS              3   1   0   1   4   9   7   3   0   0   0   0   0
0   0   0   0
USED CAR SALESMEN          3   2   1   3   4   5  10   0   1   0   3   0   0
0   0   0   0
WHIZ KIDS                  5   3  -2   1   9  10   9   2   2   0   0   2   0
0   0   0   0
WOLFPACK                   4   2   4   3   3  10   7   1   0   2   0   0   3
0  -3   0   0
WOUNDED FOOLS              1   1   1   6   2   8   4   1   0  -3   0   0   2
0   0   0   0



 Items (53 total)

  Typ=Type (1=Melee, 2=Ranged, 3=Armor, 4=Misc), RC=Research Cost,
  Cos=Fabrication cost, Tec=Tech level, Com=Combat, Def=Defense,
  Stl=Stealth, Det=Detect, Cha=Chaos, Ctr=Control, Hel=Heal,
  Inf=Influence, Res=Research, Str=Strength, Bla=Blade/Melee,
  Ran=Ranged, Fig=Fighting, Mar=Martial arts

Name                     Typ  RC Cos Tec Com Def Stl Det Cha Ctr Hel Inf Res St
r Bla Ran Fig Mar
-------------------------------------------------------------------------------
-----------------
ACID BLADE                 1   4  10   4   5   0   0   0   0  -1  -1   0   0
0   0   0   0   0
ASSAULT ARMOR              3   4  14   6   0   7  -8   0   0   0   0   1   0
0   0   0   0   0
ASSAULT RIFLE              2   3   8   4   5   0  -5   0   0   0   0   0   0
0   0   0   0   0
BATTLE SUIT                3  15  40  10   0  12 -12   2   0  -1   1   3   0
2   0   0   0   0
BODY ARMOR                 3   3  10   5   0   6  -6  -1   1   0   0   0   0
0   0   0   0   0
BODY STABILIZER            4   7  18   8   0   2   0   0   0   0   5   0   0
1   0   0   0   0
BOOM BOXES                 4   0   4   1   1   0  -3  -2   2   0   0   0   0
1   0   0   0   0
CAMOUFLAGE SUIT            3   4  10   3   0   1   3   0   1   0   0   0   0
0   0   0   0   0
COMBAT KNIFE               1   0   1   1   1   0   0   0   0   0   0   0   0
0   0   0   0   0

COMBAT PISTOL              2   0   3   2   2   0   0   0   0   0   0   0   0
0   0   0   0   0
COOL HATS                  4   0   3   1   0   0   0   0   0   1   0   0   0
0   0   0   0   0
DRAGONBREATH CARBINE       2  10  18   6   8   0  -6  -1   0   0   0   1   0
0   0   0   0   0
EMPATHIC ENHANCER          4  12  25   9   1   1   1   1   1   4   0   5   0
0   0   0   0   0
FEAR EMINATOR              4   5  10   7   2   0  -3   0   1   2   0   3   0
0   0   0   0   0
FIELD COMPUTER             4  10  12   6   0   0  -1   2   1   1   0   1   2
0   0   0   0   0
FLAK JACKET                3   1   5   3   0   3  -2   0   0   0   0   0   0
0   0   0   0   0
FORCE BLADE                1   9  20   8   9   1  -2   0   0   1   0   0   0
0   0   0   0   0
FORCE FIELD                3  10  20   8   0   8   0   0   0   0   2   0   0
0   0  -3   0   0
FUSION GUN                 2  12  30   9  13   0 -10   0   0   0  -1   1   0
0   0   0   0   0
INVISO CLOAK               3  10  25   9   0   5   8   0   2  -2   0  -2   0
0   0   0   0   0
IONIC MESH VEST            3  12  30   8   0  10  -3   0   0   0   0   0   0
0   0  -1   0   0
KATANA                     1   3  11   5   6   0  -4   0   0   1   0   0   0
0   0   0   0   0
KEVLAR VEST                3   2   7   4   0   4  -1   0   0   0   0   0   0
0   0   0   0   0
LASER GUN                  2   6  16   6   7   0   0   0   0   0   0   0   0
0   0   0   0   0
LEATHERS                   3   0   2   0   0   1   0   0   1   0   0   0   0
0   0   0   0   0
LIGHTNING SPEAR            0  10  25   9  12   0  -9   0   0   0  -1   2   0
0   0   0   0   0
LO-LITE GOGGLES            4   4   8   5   0   0   0   2   0   0   0   0   0
0   0   0   0   0

Name                     Typ  RC Cos Tec Com Def Stl Det Cha Ctr Hel Inf Res St
r Bla Ran Fig Mar
-------------------------------------------------------------------------------
-----------------
MEDICAL KIT                4   1   6   3   0   0   0   0   0   0   3   0   0
0   0   0   0   0
METAL PIPE                 0   0   1   0   1   0  -2   0   1   0   0   0   0
0   0   0   0   0
MONOM ROD                  1  12  32  10  14   0   0   0   0   0   0   0   0
0   0   0   0   0
PAIN NEGATORS              4   4   6   4   0   2   0  -2   0   0   2   0  -2
0   0   0   0   0
PARTICLE RIFLE             2   9  20   7   8   0  -4   0   0   0   0   1   0
0   0   0   0   0
PHAZE GLOVES               0   8  15   7   8   0  -3   0   0   0   0   1   1
0   0   0   0   0
PHAZE HANDGUN              2  14  35   9  11   0  -1   0   0   0   0   0   0
0   0   0   0   0
PLASMA GENERATOR           2  15  45  10  15   1 -12   0   0  -1  -2   3   0
0   0   0   0   0
POLEARM                    0   2   6   4   4   0  -8   0   0   0   0   0   0
0   0   0   0   0
POWERED ARMOR              3   8  17   7   0   9 -10   1   0  -1   0   2   0
1   0   0   0   0
RAGE REPEATER              2   4  12   5   6   0  -3   0   1   0   0   0   0
0   0   0   0   0
REACTION LEATHER           3   7  12   5   0   5   0   0   1   0   0   0   0
0   0   0   0   0
RIOT GEAR                  3   1   4   2   0   4  -8   0   0   0   0   0   0
0   0   0   0   0

ROCKET LAUNCHER            2  10  25   8  10   0  -9   0   1   0   0   0   0
0   0   0   0   0
SCANNERS                   4   6  10   7   0   0   0   4   0   0   0   0   0
0   0   0   0   0
SCIENCE KIT                4   9   7   6   0   0   0   0   0   0   1   0   5
0   0   0   0   0
SHADES                     4   1   6   1   0   0   0   0   1   1   0   1   0
0   0   0   0   0
SHOCK PADS                 3   0   3   1   0   2  -6   0   0   0   0   0   0
0   0   0   0   0
SHOTGUN                    2   1   6   3   4   0  -5   0   0   0   0   0   0
0   0   0   0   0
SMOKE BOMBS                4   3   8   3   0   1   2   0   0   0   0   0   0
0   0   0   0   0
SNEAKERS                   4   1   2   0   0   0   1   0   0   0   0   0   0
0   0   0   0   0
SOFT METAL ACCELERATOR     2  12  23   7   9   0  -1   0   0   0  -1   0   0
0   0   0   0   0
SWORD                      1   1   4   3   3   0  -2   0   0   0   0   0   0
0   0   0   0   0
THUNDER MACE               0   6  13   6   7   0  -6   0   1   0   0   1   0
0   0   0   0   0
VITAMINS                   4   4   6   2   1   1   0   0   0   0   0   0   0
1   0   0   0   0
WHIP                       0   1   3   2   2   0  -4   0   0   0   0   1   0
0   0   0   0   0



 Sites (24 total)

  Res=Resistance, Sup=Support, Tol=Tolerance, Cas=Cash, Com=Combat,
  Def=Defense, Stl=Stealth, Det=Detect, Cha=Chaos, Ctr=Control,
  Hel=Heal, Inf=Influence, Res=Research, Str=Strength, Bla=Blade/Melee,
  Ran=Ranged, Fig=Fighting, Mar=Martial Arts, %ED=% Equipment discount,
  TL=Enables research through tech level x

Name                  Res Sup Tol Cas Com Def Stl Det Cha Ctr Hel Inf Res Str B
la Ran Fig Mar %ED  TL
-------------------------------------------------------------------------------
----------------------
ARBORETUM               5   1  -1   1   0   0   0   0   0   0   0   0   0   0
0   0   0   0   0   0
ARENA                  11   1   2   3   0   0   0   0   0   0   0   0   0   0
0   0   0   0   0   0
BACK ALLEY NETWORK      9   0   0   1   0   0   3   0   2   0   0   0   0   0
0   0   0   0   0   0
BAR/DANCE CLUB         10  -2   0   2   0   0   1   0   3   0   0   0   0   0
0   1   0   0   0   0
CASINO                 14  -1   0   6   0   0   1   0   1   0   0   0   0   0
0   0   0   0   0   0
CLINIC                  9   2   0   0   0   0   0   0   0   0   3   0   0   0
0   0   0   0   0   0
CONDOS                  9   2   1   1   0   0   0   0   0   0   0   1   0   0
0   0   0   0   0   0
CORPORATE TOWERS       13   2  -2   5   0   1   0   2   0   0   0   0   0   0
0   0   0   0   0   0
FACTORY                10   0   0   1   0   0   0   0   0   0   0   0   0   0
0   0   0   0  30   0
GYM                     7   1   0   1   0   0   0   0   0   0   0   0   0   1
0   0   0   0   0   0
HEADQUARTERS            0   0   2   0   0   0   0   0   0   0   0   0   0   0
0   0   0   0   0   0
HOSPITAL               15   4   0   1   0   1   0   0   0   0   6   0   0   0
0   0   0   0   0   0
HOUSING                 5   1   0   0   0   0   1   0   1   0   0   0   0   0
0   0   0   0   0   0

MASS MEDIA STATION     13   2   1   2   0   0   0   3   0   0   0   1   0   0
0   0   0   0   0   0
MUSEUM                  4   1  -1   0   0   0   0   0   0   0   0   0   1   0
0   0   0   0   0   0
OFFICES                 8   1  -1   2   0   0   0   1   0   0   0   0   0   0
0   0   0   0   0   0
PARKING LOT             4   0   0   1   0   0   0   0   0   0   0   0   0   0
0   0   0   0   0   0
RESEARCH LAB           12   1   0  -2   0   0   0   0   0   0   1   0   5   0
0   0   0   0   0  10
SCIENCE CENTER          8   0   0  -1   0   0   0   0   0   0   0   0   2   0
0   0   0   0   0   8
TEMPLE                 16   3  -2   2   0   0   1   0   0   0   2   2   0   0
0   0   2   0   0   0
VACANT LOT              4   0   1   0   0   0   0   0   1   0   0   0   0   0
0   0   0   0   0   0
WASTE INCINERATOR       6   1   0   1   0   0   0   0   0   0   0   1   0   0
0   0   0   0   0   0
 __________________________________________________________________________

6. Gang comparison

  Here are some upper limits and analysis for the gangs, including the
  maximal blade/melee, ranged, fighting, and martial arts stats you can
  achieve for each gang.

                        Com+ Com+
                        Str+ Fig+ Com+ Com+
Name                     Bla  Str  Ran   MA  Stl
-------------------------------------------------------------------------------
---------------------------------

  <In progress; email if you have ideas about good comparison statistics
  that reflect combat and defense while not ignoring stealth and
  detect.>
    _________________________________________________________________

7. Player-suggested enhancements (paraphrased or quoted from Usenet)

  Add visible name/stats to enemy gangs in order to make rational combat
  choices. [[email protected]]

  Add site icons to city map even when uninfluenced to give a more
  strategic perspective to the game instead of RSI-inducing building
  hunts. [[email protected]]

  Let players customize their "decks" by tweaking the relative
  frequencies of various gangs. [[email protected]]

  Add "subways"- this would be a new action (other than "move"); it
  would require a second, simpler map of subway connections. Possibly
  make the stations "sites" that have to be controlled before they can
  be used. [[email protected]]

  Add some vital overview screens. It would be nice to see all the gangs
  that are working for me. It would be nice to see all the sites I
  control. It would be nice to see what techs are available and/or which
  ones remain to be researched. [[email protected]]

  Add ability to toggle other startup options. It has 12 scenarious with
  different goals, but it would be neat to do something like "I want to
  play 'Greed' but give everybody 50 starting cash and an extra gang" or
  something. [[email protected]]

  When I'm buying equipment, I'd like to see the stats for the gang I'm
  buying it for at the same time. [[email protected]]

  Add more higher-level summary to give you a better overview of your
  gangs and sites. [[email protected]]


  After I finish my turn in a network game I have to sit and wait with a
  "please wait" screen until everyone else finishes their turns. This is
  really annoying. It would MUCH better if I could continue to browse
  through my sectors and look at stats and stuff. I don't want to use a
  time limit and I hate waiting at that screen. [[email protected]]

  It would've been nice if this game had some kind of diplomacy to it.
  Like if I could talk to the other overlords and maybe find out why
  they're all beating the crap out of me. [[email protected]]
    _________________________________________________________________

8. Unknown

  <Email any burning questions that don't seem to be answered anywhere
  on the net, the manual, or this FAQ.>