U.S. ARMY FoRCES (SIMuLATED) Caution

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Chapter 2: Additional KnowledgeDownloadeGuideCautionU.S. Army Forces (Simulated)Statistical evidence is imparted for both American and Chinese forces.But you know where your alliances lie, soldier. American forces aren’tpart of the neutralization plan!XPprimw area ypon(s)Gunsenerw gyeaponme lmeType 1: American Inferno UnitsAmerican Inferno Unit154037143939Winterized Combat ArmorFlamer10American Inferno Unit455046144848Winterized Combat ArmorFlamer10American Inferno Unit656055145757Winterized Combat ArmorFlamer20American Inferno Unit857568147070Winterized Combat ArmorFlamer30American Inferno Unit1159081148383Winterized Combat ArmorFlamer5054037143939Winterized Combat ArmorMissile LauncherXPbig1primw area ypon(s)nsheGualtheprcpeAmerican LauncherlevNaelmetionenew rgyeaponme sleeweaponssmallgunsarmorType 2: American Launcher Units10American Launcher455046144848Winterized Combat ArmorMissile Launcher10American Launcher656055145757Winterized Combat ArmorMissile Launcher20American Launcher857568147070Winterized Combat ArmorMissile Launcher30American Launcher1159081148383Winterized Combat ArmorMissile Launcher50primw area ypon(s)enew rgyeaponme sleeweaponssmallgunsarmornsGu94015461340Winterized Combat ArmorSniper Rifle1095015551349Winterized Combat ArmorSniper Rifle10XPbig14peAmerican SniperAmerican SniperNahealtheprclevelmetionType 3: American Sniper UnitsAmerican Sniper696015641358Winterized Combat ArmorSniper Rifle20American Sniper897515771371Winterized Combat ArmorSniper Rifle30American Sniper1199015901384Winterized Combat ArmorSniper Rifle5044015134040Winterized Combat ArmorAssault RifleXP1primw area ypon(s)enew rgyeaponme an SoldierlevNaelmetionType 4: American Soldiers10American Soldier445015135050Winterized Combat ArmorAssault Rifle10American Soldier646015136060Winterized Combat ArmorAssault Rifle20American Soldier847515137575Winterized Combat ArmorAssault Rifle30American Soldier1149015139090Winterized Combat ArmorAssault Rifle50primw area ypon(s)enew rgyeaponme sleeweaponssmallgunsarmor7044144444T-51b Power Armor(Winterized)Laser Rifle, Laser Pistol10Powered Armor Soldier779557591357T-51b Power Armor(Winterized)Laser Rifle, Laser Pistol20Powered Armor Soldier11712574761374T-51b Power Armor(Winterized)Laser Rifle, Laser Pistol30HOMEXPbig5elGuhealth1rceppePowered Armor SoldierNamelevnstionType 5: American Powered Armor Soldier Units10-02Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited.

Chapter 3: Wasteland WeaponryDownloadeGuideChapter 3Wasteland Weaponry:An Enhanced EncyclopediaThe following encyclopedia showcases every weapon available during your adventures,including those that are common, unique, or custom. Please note that any weapon that hasits own name is a unique weapon that can be Repaired using the more common version. Forexample, the Man Opener is a variant of the more common Auto Axe. The unique variant isalmost always more powerful and valuable. Seek them all out, if you can!Section 01: Big GunsNoteFlamer: BurnmasterCertain Big Guns, such as the Fat Man and the Missile Launcher,have DMG (Damage) ratings that appear quite low. Not so! Theresulting explosion caused by these projectile-firing weapons’ammo impacting the target; or “splash damage,” inflictsadditional damage. Therefore, expect far more devastation thanthe DMG rating shows.FlamerFast and safe compared to other BigGuns, the Flamer won’t harm you like anearby exploding Fat Man and isn’t slowto build up like the Minigun. It causesadditional burn damage to enemies andreloads quickly. Best against weakerRaiders and Radroaches. Fire it in quickbursts to conserve fuel. It adds 50%more DMG with the Pyromaniac Perk.HOMEValue500Weight15Clip60AmmoFlamer FuelAP50Dmg16AutoYesRoF8Spread0.5Crit % Mult4Crit. Dmg1Find the irradiated and gutted subwaycar in the Franklin Metro Utility (U.17.B)to obtain this unique weapon. It offers 50% DMG compared to the regularFlamer but is unaffected by the Pyromaniac Perk. Otherwise, it is identicalstatistically to a regular Flamer.16-03Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited.Value500Weight15Clip60AmmoFlamer FuelAP50Dmg24AutoYesRoF8Spread0.5Crit % Mult4Crit. Dmg1

SECTION 01: BIG GUNSDownloadeGuideGatling Laser: VengeanceGatling Laser2000Weight18Clip240AmmoElectron Charge PackAP30Dmg8AutoYesRoF20Spread0.5Crit % Mult1Crit. Dmg6This is the ultimate laser to obtain—itcauses even greater damage than theregular Gatling Laser. Use the regularvariant to Repair this deadly cannon.This unique weapon is located in thesoutheast corner of the dreaded Deathclaw Sanctuary (Zone 1.07), in theblood grotto. The search is dangerous,but the combat results are worth it.Value2400Weight18Clip240AmmoElectron Charge PackAP30Dmg11AutoYesRoF20Spread0.5Crit % Mult1Crit. Dmg12Clip240Ammo5mm RoundAP30Dmg5AutoYesRoF20Spread2Crit % Mult1Crit. Dmg5Complete Miscellaneous Quest:Reilly’s Rangers at the Ranger Compound (Zone 18.06) and you can choosethis as a possible reward. Comparingthe firepower with the regular Minigunshows that Eugene is an excellent choice.With a good Repair skill, it can be keptin great condition. Miniguns are ascommon as their ammo, and the weaponis hard-wearing—a necessity if you planon using a Minigun.Value1500Weight18Clip240Ammo5mm RoundAP30Dmg7AutoYesRoF20Spread2Crit % Mult1Crit. Dmg7Operation: Anchorage18Weapons1000WeightWelcomeAdditionsA burst- or continuous-fire multiple-barrelweapon, the Minigun really improveswith experience. As your Big Guns skillincreases, so does the weapon’s deadlyaccuracy. This common weapon can befound on Super Mutants, some Brotherhood of Steel, Outcast, and Raiders. Ithas a high resell value but an equallycostly repair. Use V.A.T.S. to negate theweapon’s barrel-spin warm-up.ValueApparelMinigun: EugeneMinigunThe PittMini-TourAPPENDICESGalleryThe weapon of choice for many Brotherhood of Steel and Outcast soldiers,this ultraeffective laser cannon shootshigh-velocity Electron Charges. Althoughheavy, the Gatling Laser deals out quickand painful death and can clear a roomin moments. With its rapid ROF, it goesthrough ammunition quickly, and its raritysometimes makes it difficult to repair.ValueHOME17-03Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited.

SECTION 01: VAULT OUTFITSDownloadeGuideChapter 4Armor, Outfits, & HeadgearAn Enhanced EncyclopediaThe following lists showcase all wearable equipment, common and unique, found in the CapitalWasteland and beyond. Where appropriate, the locations and special abilities of each set ofarmor or outfit is noted.As a general rule, each section’s armor types can usually be used to repair some (if not all) ofthe other armor types related to that section.Section 01: Vault ffect listEnergy Weapons 5,Small Guns 5effect listMelee Weapons 5Located in Craterside Supply in Megaton [8.03]. You can buy this fromMoira Brown, or she gives it to you as a gift during MiscellaneousQuest: The Wasteland Survival Guide.Butch gives this to you if you help save his mother from Radroaches (orkill him) during Main Quest: Escape! You can also find this if you killButch at Rivet City [9.15] after you complete Miscellaneous Quest:Trouble on the Homefront.Modified Utility JumpsuitVault 101 1health100health100DR1DR1effect listRepair 5, Rad Resist 10, LK 1effect listSmall Guns 2, MeleeWeapons 2This is the regulation attire worn by dwellers of Vault 101 [8.01]. Use itto repair any other jumpsuit.WelcomeAdditionsThis is awarded to you during the completion of Miscellaneous Quest:Trouble on the Homefront, when you complete the quest dThe PittValueOperation: Anchorage180ValueApparelTunnel Snake OutfitWeaponsArmored Vault 101 JumpsuitGalleryThe following outfits are manufactured within, or made with the express approval of, the Vault-TecCorporation.HOME43-04Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited.

Chapter 5: Operation: AnchorageDownloadeGuideOPERATION: ANCHORAGEAiding the OutcastsChapter 512213Against the crackle of background radiation, your Pip-Boy picks up alooping radio message. A Brotherhood Outcast needs assistance, thanksto the ever-present Super Mutant threat. Travel to Bailey’s Crossroad45Metro [LAT 02/LONG -16]. Navigate the Ghoul-filled mezzanineand head into a newly discovered section of the D.C. Interior. FollowDefender Morrill and his brethren as they fight through Super Mutantsto their Outpost [LAT 03/LONG -16]. Help with the fighting, andDefender Morrill beckons you over. Always interested in technology,Morrill reckons your wrist device may hold the key to a mystery the6Outcasts are trying to solve, deep underground.743910Outcast Outpost [OA1], Bailey’s Crossroad Metro [OA2]118OA2OA2OA.U.2OA1OA.U.11310Ideally, you should attempt this quest early in your Wasteland experience,because it allows you to -13train -12in Powerwithoutto access-11 Armor-10 -09-08having-07 -06-05 this-04Perk inside the Brotherhood of Steel’s Citadel during the main quest.59ZONE 8Tip-03 -02 -0118170001020304050607LATITUDEQUEST FLOWCHARTMAIN PATHOPTIONAL PATHMain CharactersDefender Morrill, Defender Sibley, Protector McGraw, Specialist OlinGary 23 (Deceased)LocationsBailey’s Crossroad Metro, Outcast OutpostOutcast OutpostAdv. Items/AbilitiesPower Armor Training, Science—Possible enemiesRaiders, Ghouls, Super Mutants—Karma InfluenceTune Pip-Boy to Outcast Distress Signal1. Investigate the Outcast Radio SignalEnter Bailey’s Crossroad Metro Station UndergroundSearch the hidey-hole for avariety of itemsCommon items and weaponsExit to Bailey’s Crossroad Metro surface2. Find and Enter the Outcast BaseJoin the Outcasts in purging thearea of Super MutantsLet the Outcasts purge the area ofSuper MutantsSpeak with Defender Morrill; access the Outpost elevator3. Speak with the Outcast LeaderSpeak with Defender Sibley4. Explore the Facility(Optional)Investigate the Outpostchambers. Discover previousPip-Boy wearer, Gary 23Common items and weapons5. Follow Sibley to the Simulator RoomColor code:HOMEObjectiveActionRewards6Continued on next page66-05Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited.08091

AIDING THE OUTCASTSDownloadeGuideFrom previous pageSpeak with Protector McGrawLearn more from the VSSTerminalCommon items and weaponsFollow Sibley to Specialist Olin and speak with herNeural Interface Suit6. Put on the Neural Interface Suit7. Enter the Simulation PodXP: 100An urgent radio message has been transmitted, and your Pip-Boyhas picked up the signal. Access the Data Radio menu inside yourPip-Boy, and select “Outcast Distress Signal.” Listen to a ratherfrantic Defender Morrill informing anyone on this frequency thatbackup is needed at Bailey’s Crossroads. This is a “high-prioritymessage.”NEW OBJECTIVE“Investigate the Outcast Radio Signal” begins.The alcoholic forager’s hidey-hole features many mod cons, including a television and aparticularly dumb waiter.HOME67-05Protected by copyright. Unauthorized or unlawful copying or downloading expressly s your favorite Super Mutant–slaying equipment and headsoutheast toward the Red Racer Tricycle Factory [LAT 02/LONG -15].Head down the sloping road to the factory’s southeast to dispatch afew filthy Raiders. When the area is temporarily secured, locate theremains of the Metro entrance and, on the wall to the east, the doorto Bailey’s Crossroads Metro.Thoroughly inspect the mezzanine area. There’s a bottle ofWhiskey inside the ticket booth and several empty Whiskey bottlesscattered about. Take the escalator down to the ruined and rubblefilled lower level. There are two areas of interest here, both featuringluminous fungi (this isn’t the stuff that Lucy and Eclair rabbit on aboutin Little Lamplight). The first area features a skeleton in a cage; in fact,the whole area has hanging cages stuffed with the long-dead—signsof Super Mutant activity. The skeleton is surrounded by bottles of DirtyWater. Nearby are two Cartons of Cigarettes, a Frag Grenade, afootlocker, and a latrine with a Sawed-Off Shotgun (and ammo) andJet nestled inside it. There’s makeshift bedding here too; you’ve sleptin worse places.The PittOutcast Radio Signal locatedWeaponsYou don’t remember seeing this Metro entrance on previous expeditions, but thedull-eyed, bondage-armored anarchists are familiar.Enter Bailey’s Crossroads Metro, an unexplored underground areathat leads to Defender Morrill’s last known position. Head alongthe narrow corridor and into the wider mezzanine entrance. Theexit to the surface is blocked, so move past the Nuka-Cola machine(remember, there’s a 10 percent chance of bagging a Quantumif you activate it) and onto the mezzanine’s upper level. Here, acouple of Ghouls have been warming their brittle bones. Cut themdown before you’re savaged.Operation: AnchorageThe Ghouls have gone feral,and the shopping carts haven’tbeen returned to the SuperDuper Mart: This is anarchy!GalleryDank, Damp, Dark,and DeadlyApparelIncoming Communications

Chapter 5: Operation: AnchorageDownloadeGuideThe second area, accessed over the remains of a railway carriage,includes the remains of a small camp where it appears an alcoholicforager was holed up. There’s a Super Mutant dummy holding upa plank with Buffout. Behind the sandbags is a Wrench, a BB Gunwith ammo, an Ammo Box, and a First Aid Box. Head back to themezzanine’s top, and go east through the entrance to the oppositestation exit. Pass the lockers with the Teddy Bear and Tire Iron, windpast the overturned perambulator, and pause at the drinking fountainif you wish. Then leave the underground area, entering the surfacestreets of Bailey’s Crossroads.Dirty WaterSawed-Off Shotgun(and Ammo)JetBB Gun (and Ammo)First Aid BoxHealth and ChemsAmmo BoxAmmunitionOne option is to shoutencouragement from therear, checking out how manySuper Mutant rifle shotsOutcast armor can withstand:Not as many as you’d think.Atop the rubble pile are the remains of an office building. Pushthrough with the Outcasts and slay (or watch the Outcasts slay) aCentaur and a couple Super Mutants at the room’s opposite end.Search their corpses, then head downstairs, into an “open-plan”office. Use the available cover and bring down the concentration ofthe Super Mutants to the south (you can let the Outcasts go ahead,but they suffer casualties if you don’t back them up).Slaughter at Sector 7BDefender Morrill utilizes cover while he reloads. This is the last stand for his crew, ifyou’re feeling unhelpful.Unless your trigger finger is extra itchy, save all your violent outbursts for the SuperMutants. Help the Outcasts as you push forward.Emerge into Bailey’s Crossroads and climb the escalator. Ignore thetire-filled truck on your right, and rendezvous with Defender Morrill,who’s in the thick of it with his two squad mates and can’t give athorough briefing at the moment. You’re tasked with removing SuperMutants from this initial debris-strewn courtyard. Using your favorite weapon, make short work of the Muties, and follow the Outcastsup the rubble pile with the wooden boards on top of it and to adoorway.The firefight continues, as you have at least four Super Mutantsdefending the office ruins to the south. These are toughened foes withheavier weapons—locate cover before you attack them. Close-assaultweaponry is discouraged, because a couple Muties are on the floorabove; the stairwell to reach there is broken, so it is inaccessible,even if you’ve been practicing your jumping. Continue culling Mutiesuntil everyone not wearing Outcast Armor is gurgling their last bloodybreath; then quickly reconnoiter the offices. Rifle through the desks andfiling cabinets for ammo. There’s also a rather fetching Sexy Sleepwear to try on and a First Aid Box on one section of wall wreckage.TipRemember to scavenge the Super Mutant items, as well as OutcastArmor, Helmets, and other items if you don’t feel the need to helpevery Brotherhood Outcast.Or, if you’re short on conscience, you can simply mow downeveryone; the Outcasts have a few good Miniguns you might wish tocannibalize.Sexy SleepwearOr, if you’re short on both ammunition and conscience, you canhang back and let most of the Brotherhood Outcast members receivedamage from the Super Mutants before you go in and mop up.First Aid Box Health and ChemsNEW OBJECTIVE“Find and enter the Outcast base” begins.HOME68-05Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited.

Chapter 7: Mini-Tour of the New LandsDownloadeGuideB2: ArtilleryOverlook Entrance(Lat 15/Long 12)1411Chinese Artillery Outpost1310129 Threat Level: 3 Faction: Chinese Army Collectibles: Holotape—Covert Operations Guns and Ammunition Health and Chems768This is a sprawling U.S. Army base recentlyinvaded by the Communist Chinese forces.It was the main storage of warheads andthe gigantic artillery shells used by themassive exterior cannons designed todefend Anchorage from exactly the type ofattack you’re attempting to thwart. Amid thegloomy corridors, intermittent earth shaking,and long balcony ledges with precipitousdrops, beware of encountering a new andcloaked Chinese Soldier known as theCrimson Dragoon.AStorage Room (Locked: VeryEasy) Holotape: Overrun1Upper Enclosed CorridorThis offers a good view of the cargochamber below but makes you an easytarget for any remaining foes.3 Storage Room (Locked:Very Easy)It is imperative you unlock this door andgrab the items inside if you wish to completeFreeform Quest: Covert Operations. Intel Briefcase (3 of 10)Shallow Ramp StorageThe table containing the strewn items is thefirst of many to locate throughout this facility.HOME32124 Frag Mine Missile (2)5Near the door are more items to utilize.Vary your methods of foe disposal if you’rerunning low on one type of ammunition. Frag Mine Missile (2)Primary Warhead StorageWarhead Storage Exit Ammo Dispenser Health Dispenser Microfusion Cell (5)B Frag Grenade (2) Frag Mine Missile (2)To Artillery OverlookThis leads directly into primary location 3:Artillery Overlook (lat 15/long 11).7 Storage Room and Terminal(Locked: Very Easy)It is imperative you unlock this door andgrab the items inside if you wish to completeFreeform Quest: Covert Operations. Frag Grenade (2) Frag Mine (2) Missile (2)Steer clear of the hole in the center of thistwo-floor location, and beware of CloakedCrimson Dragoons.14Storage Area Ammo Dispenser Microfusion Cell (4) Frag Grenade (2)On the long ascension into the PrimaryWarhead Storage chamber, pause here toreplenish your ordnance.13Corridor LedgeFrag Grenades are entertaining to use (froma distance), as you can blow enemies off theledge and into the inky blackness below!6Connecting Room Microfusion Cell (3) Frag GrenadeABalcony Sniper Rifle Microfusion Cell (4) Frag Grenade (2)Storage Room11 Chinese Assault Rifle4Secondary Warhead Storage Health DispenserTo Anchorage Cliffs Holotape: Invasion Stealth Boy910Expect Chinese Soldiers in this upper corridor area, an alternate route to taking thecargo chamber ramp.2Corridor LedgeEnemy attacks occur with a little moreefficiency here, as you can easily beoutflanked; take your time to avoid this.5This leads directly from primary location 1:Anchorage Cliffs (lat 17/long 14).18 Intel Briefcase (4 of 10)136-07Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited.

Prima GamesAn Imprint of Random House, Inc.3000 Lava Ridge Court, St. 100Roseville, CA 95661www.primagames.comThe Prima Games logo is a registered trademark ofRandom House, Inc., registered in the United States andother countries. Primagames.com is a registered trademarkof Random House, Inc., registered in the United States.Senior Product Manager: Mario De GoviaAssociate Product Manager: Shaida BoroumandDesign & Layout: Jamie A. KnightManufacturing: Stephanie Sanchez 2009 Bethesda Softworks LLC, a ZeniMax Media company. BethesdaGame Studios, Bethesda Softworks, ZeniMax and related logos areregistered trademarks or trademarks of ZeniMax Media Inc. in the U.S.and/or other countries. Fallout, Prepare for the Future and related logosare registered trademarks or trademarks of Bethesda Softworks LLC inthe U.S. and/or other countries. All Rights Reserved.No part of or image appearing in this publication may be reproduced,stored in retrieval systems, placed on the Internet or worldwide web, ortransmitted in any form or by any means (electronic, mechanical, photocopying, recording or otherwise) without the prior written permission ofBethesda Softworks LLC.All products and characters mentioned in this book are trademarks oftheir respective companies.Please be advised that the ESRB Ratings icons, “EC,” “E,” “E10 ,”“T,” “M,” “AO,” and “RP” are trademarks owned by the Entertainment Software Association, and may only be used with their permissionand authority. For information regarding whether a product has beenrated by the ESRB, please visit www.esrb.org. For permission to use theRatings icons, please contact the ESA at esrblicenseinfo.com.Important:Prima Games has made every effort to determine that the informationcontained in this book is accurate. However, the publisher makes nowarranty, either expressed or implied, as to the accuracy, effectiveness,or completeness of the material in this book; nor does the publisherassume liability for damages, either incidental or consequential, thatmay result from using the information in this book. The publisher cannotprovide any additional information or support regarding gameplay, hintsand strategies, or problems with hardware or software. Such questionsshould be directed to the support numbers provided by the game and/or device manufacturers as set forth in their documentation. Some gametricks require precise timing and may require repeated attempts beforethe desired result is achieved.Originally hailing from the English city of Manchester, David began hiscareer in 1995, writing for numerous classic British gaming magazinesfrom a rusting, condemned, bohemian, dry-docked German fishing trawlerfloating on the River Thames. Fleeing the United Kingdom, he joined hecrew at the part-fraternity, part-sanitarium known as GameFan magazine.David helpeed launch GameFan Books and form Gamers’ Republic, was partly responsiblefor the wildly unsuccessful incite Video Gaming and Gamers.com. He began authoring guidesfor Prima in 2000. He has written over 60 strategy guides, including: The Legend of Zelda:Twilight Princess, Assassin’s Creed, Half-Life: Orange Box, Mario Kart Wii, and Fallout 3. Helives in the Pacific Northwest with his wife Melanie and an eight-foot statue of Great Cthulu.Author thanks and Acknowledgements:To my wonderful and loving wife Melanie; Bryn, Rachel, and Samuel;Mum, Dad, and Ian; The Moon Wiring Club, Boards of Canada,Laibach, Kraftwerk, and The Knife; and Ron and Fez (plus EastsideDave). And E for the Elder Gods, About whom not much is known, Savethat when the stars align, and the seals are broken, They probably won’tanswer the phone.Thanks to everyone at Bethesda for their tireless help and support duringall the Fallout 3-related projects. Thanks to everyone at Prima, especiallyShaida Boroumand for her help during this project; Jamie Knight, and allat 99 Lives for their cartographical elegance.We want to hear from you! E-mail comments and feedback todhodgson@primagames.comBethesda Softworks CreditsWritten By:David S.J. HodgsonFallout 3 created by:Bethesda Game StudiosAdditional Writing:Jeff BrowneAlan NanesJoel BurgessBruce NesmithErik CaponiEmil PagliaruloBrian ChapinNathan PurkeypileJon Paul DuvallFred ZelenyKurt KuhlmannConcept Artist:Adam AdamowiczEditors-in-Chief:Jeff GardinerPete HinesFallout 3 Executive Producer:Todd HowardSpecial Thanks to:Istvan Pely, Noah Barry, Kevin Kaufmann,Chris Krietz, Natalia Smirnova, Daryl Brigner,Phil Nelson, Ryan Redetzky, Jesse Tucker,Craig Lafferty, Gavin Carter, Tim Lamb, AshleyCheng, Nathan McDyer, and, of course,everyone at Bethesda Softworks, BethesdaGame Studio, and ZeniMax Media, Inc.ISBN: 978-03074-6704-1Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited.

ARMoR Y WEAPo n (S) x P TYPE 5: AMERICAn PoWERED ARMoR SoLDIER unITS Powered Armor Soldier1 5 70 44 14 44 44 T-51b Power Armor (Winteried) Laser Rifle, Laser Pistol10 Powered Armor Soldier7 7 95 57 59 13 57 T-51b Power Armor (Winteried) Laser Rifle, Laser Pistol20 Powered Armor Soldier11 7 125 7

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