Explore war-torn post-apocalyptic landscapes and take fight against enemies using various weapons in this FPS/RTS hybrid.
User reviews:
Recent:
Mixed (23 reviews) - 69% of the 23 user reviews in the last 30 days are positive.
Overall:
Very Positive (1,672 reviews) - 83% of the 1,672 user reviews for this game are positive.
Release Date: Sep 26, 2011

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Recent updates View all (163)

July 10

Nuclear Dawn Update Released

The update notes are below.

For dedicated servers, this update is optional, but highly recommended.

  • Improved spawn logic:
    • Fixed cases where player wouldn't automatically spawn after their select spawn was destroyed.
    • Fixed cases where player wouldn't be completely spawned (bad view offset and missing model, weapons, etc.).
    • Fixed bots always preferring spawn closest to enemy bunker, even over commander-selected default spawn.
    • Bots are now always added to end of respawn queue.
    • Humans are now always placed before bots in respawn queue.
  • Reduced base brightness for Thermal Vision.
  • Fixed bots attempting to use Supply Stations that aren't powered or otherwise unusuable.
  • Fixed artillery being able to fire before being fully built.
  • Fixed multiple (but not all [:|] issues where a structure could be built where it shouldn't, such as on top of other structures, of own team or otherwise.
  • Fixed a bug that could allow commanders to build bunker structures from assembler or vice versa, including after assembler destruction.
  • Fixed a bug that could allow commanders to research armory research items from bunker or vice versa, including after armory destruction.
  • Fixed in-armory class changes sometimes not working when armory was not on even ground.
  • Fixed Soldier tutorials not properly changing player subclass during Exo and Support training since 2015 armory class change exploit fix.
  • Commanders now only gain half XP for following their own orders.
  • Added even more stability fixes from other Source engine variants.
  • Enabled con_logfile ConVar.
  • Added bullet_impact server event.
  • More stability fixes.

21 comments Read more

June 15

Nuclear Dawn v7.2 Update Released

The update notes are below.

For dedicated servers, this update is optional, but highly recommended.

  • Greatly improved Assault class's thermal vision interaction with Weapon Suppression gizmo on Assault Rifle.
  • Fixed structure damage being miscalculated when structure is attacked by another structure or at times with grenades/missles/REDs.
  • Fixed a crash that could occur when spawning after a round is over
  • Fixed bots being counted in total players required for a surrender or mutiny vote to pass.
  • Fixed a few rare client and server crashes.
  • Decreased memory usage in some areas on both client and server.
  • Switched MOTD panel to use Steam's HTML rendering rather than directly embedding Chromium, effectively updating it to a much newer and more secure version of the same. (This also fixes some crashes that would occur on Mac and Linux).
  • Added numerous security-related fixes from other variants of the Source engine.

44 comments Read more

Reviews

“If Savage and Natural Selection were your games of choice you'll find a natural home in Nuclear Dawn.”
Rock Paper Shotgun
“...an exhilarating multiplayer experience.”
8/10 – Destructoid
“A surprisingly deep and well-designed FPS/RTS hybrid.”
83/100 – PC Gamer

About This Game

Nuclear Dawn is the first game to offer a full FPS and RTS experience, within a single gameplay model, without crippling or diluting either side of the game.
As a soldier, explore war-torn post-apocalyptic landscapes, modelled on modern cities, and take the fight to your enemies as armoured, assault or stealth infantry, using various weapons across ten distinct load-outs to accomplish your objectives. The first person shooter action in Nuclear Dawn is hard, fast and unforgiving, with weapons that rely on skill and tactics more than on twitch reflexes and map memorization.
Then, take Nuclear Dawn above the action, and play as the commander. Organize your fellow players in squads, and assign them to tactical objectives. Plan the resource routes for your army, and production of your structures for forward deployment. Exploit the terrain and resource point locations to block your enemies’ advance, and crush their plans in an iron fist. Research and implement new technologies to give your soldiers the edge on the battlefield, and set up forward bases to lead the assault on your enemies, with a full complement of defensive and offensive structures to choose from, to build your perfect fortress.

Features

  • Two factions: The Empire and the Consortium have completely separate base-building paradigms.
  • RTS commander: Produce structures, research advanced technologies, unleash devastating strikes on the enemy, and lead your team to victory as a RTS commander.
  • Four classes: Each faction has four classes with various kit load outs, totalling over three dozen weapons.
  • Squad up: Squad-based 32 player full warfare battle mode.
  • Six maps: Travel across the largest, most detailed maps built in Source multiplayer to date.
  • Advanced Weaponry: As a commander, judiciously dispense healing to your troops, and death to their enemies, by managing your advanced abilities.
  • Stats and Unlocks: 60 ranks, 12 unlocks for each weapon, achievements, gizmos and more.
  • SDK: Nuclear Dawn Software Development Kit will be available for the community to be able to create custom maps, etc.
  • Source Powered: Based on the L4D2 engine and modified to bring you the ultimate online battle experience.
  • Steam Workshop Support: The game supports the Steam Workshop and allows for custom maps to be added.
  • Steam Powered: Available for Windows, Linux and Mac OSX through Steamplay with Steam Cloud support.

System Requirements

Windows
Mac OS X
SteamOS + Linux
    • OS: Windows® 7 32/64-bit / Vista 32/64 / XP or higher
    • Processor: Intel Core 2 Duo 2.4GHz or equivalent
    • Memory: 2GB
    • Hard Disk Space: 6GB of free HDD space
    • Video Card: Video card must be 128 MB or more and should be a DirectX 9-compatible with support for Pixel Shader 2.0b (ATI Radeon HD 2900 - NVidia GeForce 8800)
    • Sound: DX 9.0c compatible sound card
    • OS: MacOS X 10.6.7 or higher
    • Processor: Core 2 Duo 2.4 Ghz
    • Memory: 2GB RAM
    • Hard Disk Space: 6GB of free HDD space
    • Video Card: ATI Radeon HD 2400 / NVidia GeForce 8600M / Intel HD Graphics 3000
    • Not Supported: OS X 10.5.x, ATI X1600 or X1900 graphics, NVIDIA GeForce 7 graphics or Intel graphics less than Intel HD 3000.
    • OS: Ubuntu or Debian/Linux 12.04 or higher
    • Processor: Core 2 Duo 2.4 Ghz
    • Memory: 2GB RAM
    • Hard Disk Space: 6GB of free HDD space
    • Video Card: ATI Radeon HD 2400 / NVidia GeForce 8600M / Intel HD Graphics 3000
Customer reviews
Customer Review system updated! Learn more
Recent:
Mixed (23 reviews)
Overall:
Very Positive (1,672 reviews)
Recently Posted
еis
( 25.6 hrs on record )
Posted: July 30
**ACHIEVEMENTS CLEARED (58/58)**
personal score: C-RANK
price paid: gifted
price history: buy at a 75%+ price cut
Helpful? Yes No Funny
sorcerer of fire
( 14.8 hrs on record )
Posted: July 29
one of the best fps out ther i love the comander and how he works to bad not that many people actually play it i would love to have a lot of people play
Helpful? Yes No Funny
Flameheart
( 0.2 hrs on record )
Posted: July 28
Would be better if only it has a toturial session for new players.
Helpful? Yes No Funny
SundownKid
( 36.1 hrs on record )
Posted: July 16
Back when I played it, it was a fun game, albeit one that was very rough around the edges. It's probably dead as a doorknob now, it seems the devs never really improved the game to the point it deserved. Still, I had a decent amount of fun with it.
Helpful? Yes No Funny
RangerKenjii
( 24.2 hrs on record )
Posted: July 16
Product received for free
An interesting game thst challenges you too be both either good with tactics or skilled with your Rifle. 10/10,
Helpful? Yes No Funny
Rew
( 298.9 hrs on record )
Posted: July 16
It's a very good game with clever idea, you can barely find a game with rts and fps gameplay blended together. Get it while it's cheap!
Helpful? Yes No Funny
Her
( 20.3 hrs on record )
Posted: July 14
Great game! I love how it is a fps and a rts! It puts a real good turn on things!
Helpful? Yes No Funny
Pr0v3N=)
( 7.4 hrs on record )
Posted: July 11
Great game, no one is playing it though. :(
Helpful? Yes No Funny
Blarp Marp
( 3.1 hrs on record )
Posted: July 10
This one's really unfortunate. Here's another case of a game going belly up in its community, and evidently in business, leaving behind so much of a good game that I worry its failure might ward off further efforts at what this game tried to accomplish.

I say that because the premise of a FPS/RTS hybrid has always appealed to, I'd wager, 75% of all players of both genres. It's clearly a perfectly natural thing to want to build a base, fortify it, rev the thing up, amass some weaponry, defend it from an enemy rush while researching some upgrades, and then personally help shove your gathered army's powered up ammo and war resources right into the n u t s of an opposing team. Basically, we want a game to take a logical step closer to playing out the fundamental ground operations of a skirmish-sized battle.*

This game largely succeeds at satisfying those urges. There are other attempts at this genre mashup out there, and this is, all metrics considered, one of the better ones put forth. The crossed over mechanics take just a little bit of learning for anyone familiar with shooters or strategy games. The game's got a few new ideas to toy with, and all are pretty intuitive. The tutorials do a pretty good job of making the game feel comfortable from the get-go. It's got all the makings of being precisely the game it looks like.

I just happened to have bought this game ages ago and forgot about it and overlooked it until recently. That was my big mistake. The community, like those of so many other multiplayer games lacking a big franchise title, evidently did not survive the... *snort*... Nuclear Dawn.

Other reviews report a toxic community taking over - well, as of my server list containing a summed grand total of 5 people playing, that toxic community is effectively now just some ♥♥♥♥♥♥♥ named Todd and his cat.

Therefore, at this point in the text, you can justly take this review for a thumbs down and walk away from the game - an empty community within a decidedly multiplayer game is a deal-breaker to be sure. This is the part where my positive feelings about it sadly can not amount to an endorsement to buy the game.

But, I'll continue to blather on about the game's finer merits and my other thoughts about it, as there are plenty of both.

You'll probably start with the tutorials, moving on to offline practice rounds to get a grip on the game. Problem number one presents itself, there, as a relatively notorious bug specific to some of the tutorials renders one impossible without a console workaround. Hit the discussions, it's well-documented. Achievement earned.

Onward.

In this game, one player takes the role of the commander, who, from a traditional RTS bird's eye view, solely operates their team's RTS components - base-building, resource managing, upgrading various factors, and manually handling artillery, so on. They don't directly control any ground units, as that role is theoretically filled by players.
They can issue commands, I suppose as waypoints (didn't get to put this to use, really). They can interact with and contribute to their team in all sorts of more useful ways, such as dropping turrets and power structures, and offering other support in the form of healing or poisoning enemies.
This mode plays mostly like any standard skirmish RTS (Warhammer, for example). What's nifty is that, in the context of there being an overlaid FPS going on around you, it does manage to feel something like commanding troops from an outpost. It adds a dimension that would be multiplied by team chatter and cooperation over mic. I even appreciate the little detail that you have to walk into the building and sit at a terminal to take over from the sky. It adds a little note of immersion that you now know where you actually are in the field - what building your enemies are trying to crack with artillery. Neat.

Soldier players do the running and gunning, capturing points for resources, and enacting the tactics of your team's assumed strategy. There's the expected handful of classes which further sub-class into shades of different functions and gameplay styles. Run and gun, pop a squat and chain gun for half an hour, stab some backs, heal a bit, snipe a few guys - all the usual.
It's worth noting that not all weapons and character capacities are particularly well-balanced, and some function a little unusually. Some guns are simply better, even when they shouldn't really be. Nobody expects an engineer to come toting a gun equally lethal as a heavy class, but certain other match-ups just don't pan out right.
Backstabbing, a proposed instant kill meant to counterweight the assassin class's low health, is bound to confound you and get you killed at first without knowledge of precisely how it connects in practice. It's not broken, but it's odd until you've made it work a few times.

I can imagine that the game works best when a good team composition comes into consideration and works with a solid strategy. I mostly got to play with robots, who operate with the AI of a stapler.

The game controls just fine. All the important functions are right where you expect them on your keyboard. Smooth and responsive, shy of some odd bugs making the case otherwise.

The game looks and sounds pretty good, if certainly sporting a somewhat generic presentation overall (mildly grim urban settings, future-y soldiers, nuclear yellow menus and screens, fonts with a lot of corners, all replete with deadly serious metal guitar riffs). Some class models are frankly kind of ugly, so just shoot them a lot to get rid of that.

The core bits of the game and the mechanics were fairly well bulletproofed. In an active game, however, there are bugs and weird exploits and things to be found - even on the local practice games against bots. The game has apparently been abandoned, and it shows at times, as if the levels and server implementation were the last things they worked on on a Friday. Stuff just gets a little odd and busted, at times.

It would appear that this game used to work, and pretty well. Further development fell through, and the game seems to be empty, now.

You can buy it and go get all warmed up for a battle that isn't really coming. Fighting bots is... well..

So, what a shame, really. Boy, if even just bits of this game were open-source, somebody with the know-how could really revive all the good work done here...

* Let me know when a game comes along where I can fill the role of the guy who does the janitorial work for the field base.
Helpful? Yes No Funny
DragonslayingSlacker
( 48.0 hrs on record )
Posted: July 4
This game combines a solid FPS shooter with great RTS mechanics. There's one RTS commander which is either naturally endowed with leadership or elected by other players, who can fight alongside teamates to take resource points or hop in the command bunker to use the accumulated resources to build new power infrastructure, spawn points, weapon upgrades, and turrets.

There are four FPS classes each having 3 different configurations, making teamplay imperative for the FPS squads. The gunplay feels good and the combat would be satisfying even without the tactical level of the game.

The gameplay has a problem with not explaining how important it is to have anti-material munitions to new players, and the user interface for the commander mode is very difficult to use. These drawbacks go away with experience.

The only thing I don't like after playing this game is the fact that the community is so small. I loved this game after it first went on sale and there were multiple servers with people of proper skill levels. I'm recommending the game for its gameplay and design - the good times were some of the best multiplayer I've ever had, so I hope the community rallies behind this game again someday.
Helpful? Yes No Funny
Most Helpful Reviews  In the past 30 days
5 of 5 people (100%) found this review helpful
Recommended
298.9 hrs on record
Posted: July 16
It's a very good game with clever idea, you can barely find a game with rts and fps gameplay blended together. Get it while it's cheap!
Was this review helpful? Yes No Funny
6 of 7 people (86%) found this review helpful
Recommended
7.4 hrs on record
Posted: July 11
Great game, no one is playing it though. :(
Was this review helpful? Yes No Funny
3 of 3 people (100%) found this review helpful
Recommended
48.0 hrs on record
Posted: July 4
This game combines a solid FPS shooter with great RTS mechanics. There's one RTS commander which is either naturally endowed with leadership or elected by other players, who can fight alongside teamates to take resource points or hop in the command bunker to use the accumulated resources to build new power infrastructure, spawn points, weapon upgrades, and turrets.

There are four FPS classes each having 3 different configurations, making teamplay imperative for the FPS squads. The gunplay feels good and the combat would be satisfying even without the tactical level of the game.

The gameplay has a problem with not explaining how important it is to have anti-material munitions to new players, and the user interface for the commander mode is very difficult to use. These drawbacks go away with experience.

The only thing I don't like after playing this game is the fact that the community is so small. I loved this game after it first went on sale and there were multiple servers with people of proper skill levels. I'm recommending the game for its gameplay and design - the good times were some of the best multiplayer I've ever had, so I hope the community rallies behind this game again someday.
Was this review helpful? Yes No Funny
3 of 3 people (100%) found this review helpful
Recommended
20.3 hrs on record
Posted: July 14
Great game! I love how it is a fps and a rts! It puts a real good turn on things!
Was this review helpful? Yes No Funny
2 of 2 people (100%) found this review helpful
Recommended
24.2 hrs on record
Posted: July 16
Product received for free
An interesting game thst challenges you too be both either good with tactics or skilled with your Rifle. 10/10,
Was this review helpful? Yes No Funny
3 of 4 people (75%) found this review helpful
1 person found this review funny
Recommended
36.1 hrs on record
Posted: July 16
Back when I played it, it was a fun game, albeit one that was very rough around the edges. It's probably dead as a doorknob now, it seems the devs never really improved the game to the point it deserved. Still, I had a decent amount of fun with it.
Was this review helpful? Yes No Funny
6 of 10 people (60%) found this review helpful
Not Recommended
3.1 hrs on record
Posted: July 10
This one's really unfortunate. Here's another case of a game going belly up in its community, and evidently in business, leaving behind so much of a good game that I worry its failure might ward off further efforts at what this game tried to accomplish.

I say that because the premise of a FPS/RTS hybrid has always appealed to, I'd wager, 75% of all players of both genres. It's clearly a perfectly natural thing to want to build a base, fortify it, rev the thing up, amass some weaponry, defend it from an enemy rush while researching some upgrades, and then personally help shove your gathered army's powered up ammo and war resources right into the n u t s of an opposing team. Basically, we want a game to take a logical step closer to playing out the fundamental ground operations of a skirmish-sized battle.*

This game largely succeeds at satisfying those urges. There are other attempts at this genre mashup out there, and this is, all metrics considered, one of the better ones put forth. The crossed over mechanics take just a little bit of learning for anyone familiar with shooters or strategy games. The game's got a few new ideas to toy with, and all are pretty intuitive. The tutorials do a pretty good job of making the game feel comfortable from the get-go. It's got all the makings of being precisely the game it looks like.

I just happened to have bought this game ages ago and forgot about it and overlooked it until recently. That was my big mistake. The community, like those of so many other multiplayer games lacking a big franchise title, evidently did not survive the... *snort*... Nuclear Dawn.

Other reviews report a toxic community taking over - well, as of my server list containing a summed grand total of 5 people playing, that toxic community is effectively now just some ♥♥♥♥♥♥♥ named Todd and his cat.

Therefore, at this point in the text, you can justly take this review for a thumbs down and walk away from the game - an empty community within a decidedly multiplayer game is a deal-breaker to be sure. This is the part where my positive feelings about it sadly can not amount to an endorsement to buy the game.

But, I'll continue to blather on about the game's finer merits and my other thoughts about it, as there are plenty of both.

You'll probably start with the tutorials, moving on to offline practice rounds to get a grip on the game. Problem number one presents itself, there, as a relatively notorious bug specific to some of the tutorials renders one impossible without a console workaround. Hit the discussions, it's well-documented. Achievement earned.

Onward.

In this game, one player takes the role of the commander, who, from a traditional RTS bird's eye view, solely operates their team's RTS components - base-building, resource managing, upgrading various factors, and manually handling artillery, so on. They don't directly control any ground units, as that role is theoretically filled by players.
They can issue commands, I suppose as waypoints (didn't get to put this to use, really). They can interact with and contribute to their team in all sorts of more useful ways, such as dropping turrets and power structures, and offering other support in the form of healing or poisoning enemies.
This mode plays mostly like any standard skirmish RTS (Warhammer, for example). What's nifty is that, in the context of there being an overlaid FPS going on around you, it does manage to feel something like commanding troops from an outpost. It adds a dimension that would be multiplied by team chatter and cooperation over mic. I even appreciate the little detail that you have to walk into the building and sit at a terminal to take over from the sky. It adds a little note of immersion that you now know where you actually are in the field - what building your enemies are trying to crack with artillery. Neat.

Soldier players do the running and gunning, capturing points for resources, and enacting the tactics of your team's assumed strategy. There's the expected handful of classes which further sub-class into shades of different functions and gameplay styles. Run and gun, pop a squat and chain gun for half an hour, stab some backs, heal a bit, snipe a few guys - all the usual.
It's worth noting that not all weapons and character capacities are particularly well-balanced, and some function a little unusually. Some guns are simply better, even when they shouldn't really be. Nobody expects an engineer to come toting a gun equally lethal as a heavy class, but certain other match-ups just don't pan out right.
Backstabbing, a proposed instant kill meant to counterweight the assassin class's low health, is bound to confound you and get you killed at first without knowledge of precisely how it connects in practice. It's not broken, but it's odd until you've made it work a few times.

I can imagine that the game works best when a good team composition comes into consideration and works with a solid strategy. I mostly got to play with robots, who operate with the AI of a stapler.

The game controls just fine. All the important functions are right where you expect them on your keyboard. Smooth and responsive, shy of some odd bugs making the case otherwise.

The game looks and sounds pretty good, if certainly sporting a somewhat generic presentation overall (mildly grim urban settings, future-y soldiers, nuclear yellow menus and screens, fonts with a lot of corners, all replete with deadly serious metal guitar riffs). Some class models are frankly kind of ugly, so just shoot them a lot to get rid of that.

The core bits of the game and the mechanics were fairly well bulletproofed. In an active game, however, there are bugs and weird exploits and things to be found - even on the local practice games against bots. The game has apparently been abandoned, and it shows at times, as if the levels and server implementation were the last things they worked on on a Friday. Stuff just gets a little odd and busted, at times.

It would appear that this game used to work, and pretty well. Further development fell through, and the game seems to be empty, now.

You can buy it and go get all warmed up for a battle that isn't really coming. Fighting bots is... well..

So, what a shame, really. Boy, if even just bits of this game were open-source, somebody with the know-how could really revive all the good work done here...

* Let me know when a game comes along where I can fill the role of the guy who does the janitorial work for the field base.
Was this review helpful? Yes No Funny
Most Helpful Reviews  Overall
187 of 198 people (94%) found this review helpful
3 people found this review funny
Recommended
2,038.1 hrs on record
Posted: August 19, 2014
I've been playing this game for a little over 3 years now and have finally decided to write a review... Most games- if you play them long enough- get boring and tiresome. The people I play with weekly and most of the time daily, have played totals of thousands of hours and yet continue to play weekly/daily. This is because there really can't ever be a round in ND thats the same as another. Each team won't ever be exactly the same, the commanders won't usually be the same, and how the players play in each map will always be different so that you really aren't just going through the motions after hours and hours of gameplay. I know that myself and at least 100-150 other dedicated core players feel the same way. The other reviews of this game that I see are from people who really havent played it all that much and have just taken their first look FPS and RTS aspects. A lot of what they say is correct.. There are definitely areas of ND that need work, and since theres no real developer working on it not much can change.

However, even though there is no actual developer, ND is constantly being improved and tweaked to make gameplay better. This is because of server managers and testers in the community itself who have fixed glitches, improved team balancing, made mods, and have organized ND soooooo much in the past 2 years. Nuclear Dawn was on a downswing and playercounts were at an all time low, but now that there are scheduled events, groups, and stats, things are getting better fast!

So to people who say Nuclear Dawn is dying: It WAS dying, now its only getting better little by little. I highly recommend this game and encourage people to give it a fair chance. Join the group "ND Battles" for scheduled formal and casual events. I truly love this game and will never stop playing it!
Was this review helpful? Yes No Funny
85 of 91 people (93%) found this review helpful
3 people found this review funny
Recommended
37.1 hrs on record
Posted: November 2, 2014
This game deserves much more attention than it's getting. It's an amazing concept, and it works really well. It has all of the aspects of the best FPS games, like requiring a balance of different classes (not everyone can run and gun) and communication to win. Matches can completely change over just a few minutes. It's got incredible potential if they make another and perhaps polish it, but I would definitely support this game. Not very expensive for a lot of potential play time.
Was this review helpful? Yes No Funny
134 of 163 people (82%) found this review helpful
115 people found this review funny
Recommended
192.7 hrs on record
Posted: December 28, 2014
I woke up this morning alive. I suited up in my Consortium regulation support medic armor and headed out from base. Word had come down from the brass that morning that some filthy Empire scum had set up camp in the north end of the ruins, and were trying to take control of several key resource deposits. Another beautiful day in the Consortium!

For maybe 30 seconds, everybody wildly fired at each other to practice their aim. Like clockwork, before every battle, we fought each other. A couple died in the melee, only to return to the class selection menu. They were good men. They were good soldiers.

We set out from base towards the primary objective immediately. As we approached the dilapidated building, a monument to Golden Age human engineering, it was quiet. I watched our six - just so I could sneak some hypospray for myself before the storm. There's nothing quite like a hit of high quality government issue painkillers right before a gunfight, all on the Consortium's dollar.

As we rounded the last corner out into the courtyard where our target lay, I saw an all too familiar sight. A swarm of rockets whizzed down the hallway. Fortunately, my nano skin hadn't worn off yet and I was preserved from the rocket blast. My squad, however, was none so lucky, buried underneath a pile of rubble. And then I heard them - the Empire knew of our attack, and had set an embush! Surly Russian voices cried out what I had come to understand as "attack!", and I set off running back the way I came. I took another hypospray just to be ready for anything.

I ran back outside, and took a full shotgun blast to the face from a crafty assault trooper who managed to get behind me! Broken and battered, I lifted my machine gun and let out a blast at his head and killed him. Okay, okay, I know it's unbelievable, but that nanoskin is good stuff for guys like us. As I scanned the perimeter, I saw them - the rocket trails of Consortium exo troopers laying siege at the far end of the primary structure. Wounded, I ran along the walls of the buildings in the street until I could rendezvous with the big guns.

Back behind my own lines, I threw a medkit on the floor which somehow managed to heal all our wounds just by laying there.

It was a good day.
Was this review helpful? Yes No Funny