Fire Team 2200 Reference Card Typed by THB COMMAND OPTIONS Wpn1 F1 *menu shows weapon's designation (e.g. 120MM) Wpn2 F2 *menu shows weapon's designation (e.g. HMG) Wpn3 F3 *menu shows weapon's designation (e.g. AAMG) Scan F4 select unit or location to scan Contacts F5 toggle between "TRACK" multiple target tracking and "SCAN" single target scan. Systems Status F6 toggle between "ARMOR" armor/weapons display, "SYSTEM" critical systems status display, "TEAM" FireTeam roster and status, and "SUPPT" support team status roster. Map F8 toggle between strategic map and tactical display Update F9 force an update (not available to TERMINAL player) Help F10 bring up a help screen (not in Two Player Conflict) Fire shoot current weapon Load 'L' load or unload cargo Move 'M' enter movement path Pause 'P' pause the game (not available in Two Player Conflict) FireTeam Members 'A' thru 'H' select a Fire Team Member calls up submenu to give orders Support Members 'S' thru 'Z' select a Support Team Member calls up submenu to give orders Intercept 'I' Intercept and occupy another unit (only if ejected) Radio 'R' talk on radio (Two Player Conflict only) Computer scan back through computer messages scan forward through computer messages Command change the duration of the command phase to 3, 6, 9 or 12 seconds Sounds turn sound on or off Update change the update mode to automatic, forced, or pause Eject eject from your vehicle Quit quit the game TASK DESCRIPTION Assault and Retreat Engage enemy targets at will. Move to objectives without stopping. Probe Engage enemy targets at will. Move to objectives normally, but avoid all minefields. If damaged, seek cover. Once under cover, do not move again until undamaged by enemy fire for a full 30 seconds. Defend Engage enemy targets at will. Do not move unless covered by smoke, and then only one location toward objective. Cover Engage enemy targets at will, using smoke rounds if possible. Move to objectives normally. Infantry units with this task will not enter transport vehicles. Strafe Engage enemy targets at will. Travel to objectives without stopping. If at objective 1, revise objectives, making objective 2 the first objective, and objective 1 the second objective. In this manner, move back and forth between objective 1 and objective 2. Convoy Engage enemy targets at will. Attempt to use road movement at all times. Priority is to always move forward into next road location. However, if at a movement objective, and new objective perpendicular to current facing, go off-road toward new objective. If unable to continue on road toward current objective, go off-road, and use assault style movement until road movement can be used again. If confused, change task to Assault, and radio status change to Commander. MOVEMENT COSTS BY TERRAIN TYPE Open Woods Urban Water Road Air Units 1 1 1 1 1 Infantry Units 6 6 6 6 6 Light Tank & Recon Tank 1 2 2 NA 1 All Hovers 1 5 3 1 1 Heavy Truck, Heavy IVF, Both Mortars, Heavy Tank 3 3 3 NA 1 All Other Ground Vehicles 2 3 3 NA 1 Hit Probability Modifiers Target in Urban Terrain -10% Target in woods Terrain -30% Target or Shooter in Light Smoke -10% Target or Shooter in Heavy Smoke -30% Target is Moving -15% Shooter is Moving -15% Target and Shooter are Moving -25% Weapon is Damaged -25% Computer is Damaged -25% Computer is Disabled -50% Individual unit commander with high rank are know to achieve higher hit probabilities than junior officer. Higher ranking commander also have the ability to reduce the hit probability of incoming fire while they are in motion, due to their superior knowledge of tactical maneuvaring. Other modifiers due to special equipment and/or unique terrain can affect hit probability, but these situations have not been adequately documented by Corporate Auditors and are therefore ommiited from this briefing. Damage Characteristics Weapon & Relative Damage Capability Shell Type Penetration Armor Damage Infantry Damage Small Arms 1 2 1/troop Medium Machine Gun 1 1 3 Heavy Machine Gun 2 2 5 Anti-Aircraft Gun 3 7 0 75mm AutoCannon HE 1 3 3 75mm AutoCannon AP 4 4 2 105mm AutoCannon HE 2 8 4 105mm AutoCannon AP 4 6 2 105mm AutoCannon HEP 3 5 3 105mm AutoCannon APU 4 6 2 120mm AutoCannon HE 2 8 6 120mm AutoCannon AP 5 7 2 120mm AutoCannon HEP 3 7 5 120mm AutoCannon APU 5 7 2 150mm AutoCannon HE 2 10 8 150mm AutoCannon AP 5 10 2 150mm AutoCannon HEP 3 9 6 150mm AutoCannon APU 5 9 2 200mm AutoCannon HE 3 13 10 200mm AutoCannon AP 5 13 3 AT Missile Launcher 5 7 2 AT Missile System 5 11 2 Laser 5 7 2 Pulse laser 4 6 0 Gauss Cannon 5 9 0 75mm Mortar 2 8 3 105mm Mortar 3 13 6 HE Mine 0 0 6 AT Mine 3 13 0