Information
Welcome to the Resistance forum. This is a faction-specific forum for the Resistance faction in Microsoft Urban Assault. Feel free to discuss various topics about the Resistance here.
Faction Overview
The Resistance is a faction in Microsoft Urban Assault.
The Resistance represents the last traces of freedom and democracy to survive global chaos known as The Big Mistake. The Resistance was months away from certain destruction when a coalition of engineers and hackers wired together the free world's computers to create advanced war machines called host stations. The faction is responsible for pioneering various high-technology inventions such as the plasma formation technologies or the Stoudson Bomb. Their primary headquarters are located in Britain, whereas their remaining forces and contested territories are dispersed throughout Western Europe.
Resistance Units & Buildings
Vehicles & Buildings
The Resistance
The player is the embodiment of The Resistance—which represents the last trace of freedom and democracy to survive the environmental, financial, and political collapses that followed The Big Mistake. The Resistance was just months away from certain destruction by its approaching enemies when a band of hackers and engineers wired together all of the free world's computers to create the Host Station as the ultimate war machine. Now that the Host Station has chosen you to become its uploaded master, the survival of The Resistance and all of its ideals rests with you.
Vehicles
Resistance Host Station
Your Host Station is the command center from which you control all the free world's intelligent computers networked together into a single war machine. As the synaptic donor unit, or SDU, your own neuronet is cybernetically wired into your Host Station's energy and weapons systems. With the click of a button you order construction of new robotic tanks and other weapons and, with another click, send them into battle. Unfortunately, your Host Station is weaker and has less firepower than any of the enemy equivalents, called motherships. It's still a tough fortress though, and even tougher with you there to protect it. The Resistance Host Station has limited power reserves, but they can be bolstered by moving your Host Station to conquered power stations.
Fox
This dual-track armored mobile missile launcher is a sentimental favorite of The Resistance effort, and it is the first weapon you are entrusted with. The Fox has heavier armor and a stronger punch than the Weasel, and its turbine diesel provides fast ground speed, second only to the Weasel. Its "lock-and-fire" missiles are quick, making it especially effective against enemy helicopters. The Fox is less effective against tanks, however, due to its lighter armor and weaker structural integrity.
Weasel
This armored mobile missile launcher is popular because of its low cost and great efficiency, especially against aircraft. Even when getting low on power reserves, you can usually pump out some quick squads of Weasels to help turn the tides of war. While not as strongly armored nor as deadly as the Fox, the Weasel is fast, making it a tougher target for the enemy. The Weasel is acquired via a technology upgrade and offered early in the campaign.
Jaguar
A medium-grade tank, the Jaguar is excellent for destroying other ground units and enemy motherships. Its multishot shell cannon can volley off five consecutive shots before having to recharge. The Jaguar's heavier shielding and more powerful shell cannon make it superior to the Fox and Weasel for attacking enemy ground units, but its slower speed and lack of guided missiles make it vulnerable to air attacks. Jaguars become available relatively early in the campaign as a technology upgrade.
Tiger
This staple heavy tank is armed with the Rambock rail cannon, where each shell can apply 400 points of damage to the enemy. It carries considerably more armor and firepower than the Jaguar, making it an excellent choice against ground units and motherships. The tradeoff in carrying all of this armor is slower movement, which makes the Tiger vulnerable to air attacks. But again, it is well served by its heavy armor, despite a quad-diesel drive train. Tigers become available early in the campaign, just a few missions after the Jaguar, as a technology upgrade.
Rhino
This heavy mobile artillery fires a "sub-nuke" rocket capable of leveling entire buildings in a single shot, making the Rhino very good for destroying flak, radar, and host stations. The Rhino is also powerful against slow-moving ground units. Its high-power weapon takes several seconds to reload, but it more than makes up for it with tremendous firepower and long range. The Rhino is so valued that wise commanders always have a support squad nearby to protect it from attack by air units. The Rhino becomes available late in the campaign as a technology upgrade.
Rock Sled
This fast light-truck conversion, heavily laden with high-concussion explosives, is your infiltration/subterfuge vehicle. Pioneered early during the "Underground Wars," the Rock Sled is used as a suicide device, which is sent to a hard target and then triggered upon arrival. Its blast radius is wide, and it is possible to take out entire enemy tank squads if placed correctly and detonated at the right time. This effective detonation delivery service will only work when you have direct control, and it doesn't appear until late in the campaign, as a technology upgrade.
Firefly
This lightly armored "jet-copter" possesses great speed and maneuverability and a high firing rate, making it very effective against tanks, especially when deployed in large, swarming squads. The Firefly is also inexpensive, allowing entire squads to be quickly produced with few resources. When not on the offense, a squad made up of Fireflies can form a "mechanized Chaff," disrupting and flooding enemy target systems. The Firefly's speed and maneuverability carries the tradeoff of light armor and weaponry, making it vulnerable to attack. Its small size and high speed, however, make it a tough target—It earns its name because of the way it darts around the battlefield. The Firefly is only available late in the campaign as a technology upgrade.
Wasp
This light reconnaissance and attack helicopter is powerful against ground units while being exceedingly energy efficient, making it less expensive to produce than most other air units. The tradeoff is lower speed and lighter weapons and shielding. Although its air-to-ground rockets are not guided, its armor-piercing shellheads make the Wasp a significant threat against enemy ground tanks. Its high maneuverability makes it ideal for reconnaissance and attack over difficult mountainous terrain. The Wasp is available early in the campaign as a technology upgrade.
Hornet
A second-generation Resistance attack helicopter, this medium multirole craft is a much more potent version of the Wasp and is therefore even better against tanks and other ground units. The Hornet's heavier armor and more powerful weaponry require almost twice the energy to manufacture, but it is armed with potent guided missiles that are effective in both air-to-ground and air-to-air combat scenarios. Its "lock-and-fire" system and fast firing rate allow you to destroy multiple targets at once. The Hornet becomes available near the middle of the campaign as a technology upgrade.
Dragonfly
The ultimate air-superiority attack 'copter, this heavy-duty vehicle was designed to penetrate deeply entrenched enemy ground targets and rain rapid and heavy fire from above. It is equipped with rapid-firing "pulse-piercer" rockets, shells especially designed to render enemy heavy tanks inert. Like all helicopters, it is very effective against ground units, but its heavy shielding also makes it a good anti–host station weapon. The Dragonfly becomes available late in the campaign as a technology upgrade.
Falcon
This fighter jet is a tactically vital unit because of its very high speed and maneuverability. Its speed to target is the fastest in The Resistance arsenal. The Falcon is technically a hybrid fixed-wing aircraft with anti-gravity load lifters. It was designed for destroying other air units, especially attack helicopters. Although it lacks armor, its tight turning radius and long-range guided air-to-air missiles make it the ultimate for dogfights. In fact, tacticians have nicknamed it after the old-earth predator the falcon, for its ability to rule the skies. The Falcon becomes available in the middle of the campaign as a technology upgrade.
Marauder
The only bomber The Resistance possesses, the Marauder carries a powerful payload that is particularly effective against tanks. Used as a carpet-bomber, the Marauder is best suited for conquering enemy sectors and destroying unarmed enemy installations. The Marauder is often escorted by a support squad of Wasps or Hornets. It can unload multiple fireless "Ka-palm" clusters, capable of 600 points of damage each, enough to level most buildings. The Marauder becomes available only toward the end of the campaign—when it is most needed.
Warhammer
Still an experimental aircraft as of this writing, the Warhammer's streamlined design provides an air speed even greater than that of the Falcon. Like the Falcon, it is a hybrid fixed-wing aircraft utilizing anti-gravity hover coils. The Warhammer's weapon is the truly unique "boomerang" cruise missile, a self-guided smart missile composed of highly dense molecular alloys capable of literally slicing through most enemy fuselages. The Warhammer is best used against other air units. It appears very late in the campaign.
Scout
As "your eye in the sky," this surveillance camera peels back the fog of war for a great distance, providing a tremendous tactical advantage. The fast air speed and nimble maneuverability of the Scout makes it perfect for commanders to see where enemy units are located, as well as motherships, technology upgrade centers, and other facilities. When you jump into a Scout, you can also use it as a mobile command post to give orders to ground units below while surveying all the action. The Scout becomes available early in the campaign as a technology upgrade.
Buildings
Power Station 1
Designed by the Stoudson Corporation before The Big Mistake, The Resistance power station converts plasma-rich pockets deep beneath the earth into usable electromagnetic energy to fuel your war machines. Building one over a conquered sector will begin your Host Station's energy absorption. The closer your Host Station is to it, the more efficient the energy transference. Beam your Host Station over it for optimal energy transference. Your vehicles, which are outfitted with plasma absorption ports throughout their exteriors, can also refuel by being near a power station. Lastly, the more Resistance-owned sectors adjacent to it, the greater its power output.
Power Station 2
The Class 2 power station can extend its plasma extractors deeper into the earth's core for even greater energy output. Additionally, the Class 2 comes equipped with self-defense flak guns that can do nearly twice the damage as that of your your Host Station.
Flak Station 1
A key extension of your power base and a great weapon for defense, the Class 1 flak station acts as a sentry tower with full 360-degree rotation and double-concussion flak shells—excellent for defending power stations and your Host Station.
Flak Station 2
Armed with concussion shells that are twice as powerful, the Class 2 flak station is of "quad-stack" design, enabling rapid dispensing of shells in multiple directions simultaneously—an excellent companion for prized sectors.
Radar Station
Its dense Stoudson power coils are able to project imaging capability across at least a 10-sector radius. It can peel back the fog of war farther by as much as a 20-sector radius if coupled with the appropriate technology upgrade.
Stoudson Trigger
This device, when conquered in conjunction with other triggers like it, activates the countdown for the Stoudson Bomb. Whoever owns all Stoudson Triggers on a level controls the ultimate weapon for total level annihilation, while at the same time sparing his own forces from the effects of the bomb shockwave.
Stoudson Bomb
Originally manufactured as a weapon against invading Mykonian and Sulgogar forces, whose substance and composition were unknown to us, the Stoudson Bomb produces a photon shockwave that breaks down all matter on the molecular level. Our enemies, however, have broken the trigger codes, and predeployed Stoudson Bombs can now be a threat to your Resistance efforts as well. Once all the Stoudson trigger sectors and the bomb itself have been acquired, the bomb will begin to count down. Countdowns range from 5 to 10 minutes. After the bomb explodes, the battlefield is completely cleared of all other faction vehicles and buildings. Only your Host Station and vehicles remain, provided you are the owner of all triggers.
Notes
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