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Talk:Jagged Alliance
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Jagged Alliance was a game in which the player's character is the leader and manager of a team of mercenaries. There are 60 mercenaries to choose from, but the player can only contract up to eight at a time. The mercenaries have certain specialties and levels of experience and come with their own weapons and equipment. They have quirky personalities. Some work best on day-time or night-time missions or when performing certain roles or tasks. Some have drinking problems and will need to periodically drink beer or they will require extra rations of water. Some like or dislike certain other mercenaries and their availability and temperament depends on whether you have hired that particular person or how you treated them. Mercenaries who dislike each other will argue and one will eventually leave camp and will no longer be available. (Sometimes an unstable mercenary who dislikes another mercenary will kill them and then be unavailable).
Their job is to help scientists Jack Richards and his daughter Brenda recapture the island of Metavira. Metavira, a former nuclear testing site, is the only source of mutant Fallow Trees. The trees make a sap that can be distilled into a powerful panacea drug. Fallow Trees are sterile, can only grow on Metavira, and the rare sap can't be synthesized. Jack Richards wanted to make the drug cheaply for sick children and the terminally ill worldwide while Brenda Richards was trying to breed fertile Fallow Trees that could grow elsewhere. Lucas Santino, the scientists' former research partner, built an army and took over the island in a coup. He then burned down the Richards' research facilities to prevent any competition. Santino is now hoarding the trees' sap and the finished drug and is selling it to a select few countries for an obscene profit.
The character has to not only explore, clear and hold sectors of the island, but also has to capture Fallow Tree groves and drug refineries intact. Then they have to hire and arm native guards to protect the tree tappers and their villages. They also have to stay within budget to pay them. If they are well-paid and paid on-time, they are happier and more productive. If paid poorly or sporadically they will have low morale and might even quit. Well-liked mercenaries who quit will badmouth the leader's miserliness to their friends, which will make them unavailable. However, if a mercenary has too much money in their pocket, they will sometimes quit and then be unavailable.
The following guns were used in the video game Jagged Alliance (1995):
Handguns
Smith & Wesson Bodyguard
A compact, Smith & Wesson Special Bodyguard .38 revolver with a six-cartridge chamber, pressure-eased trigger and a hard, chrome finish.With only average performance, it remains suitable for short-range combat.
- Jagged Alliance Manual
The snub-nosed Model 49 Bodyguard appears as the "S & W .38 pistol" in the game. The icon looks like the Model 10 Military & Police but the flavor text describes it as a Model 49 Bodyguard. It has the capacity and weight of the Model 10 but has the range of the Model 49. Unlike the Magnum revolver, it cannot be upgraded.
Smith & Wesson Model 13
This Smith & Wesson Model 13 has a three-inch barrel and a six-bullet chamber. Customized as a combat revolver with refined double-action tuning and a recontoured trigger, it is the most powerful standard issue handgun available.
- Jagged Alliance Manual
The snub-nosed variant of the Model 13 is dubbed the ".357 Magnum pistol" in-game. The icon looks like the stainless steel Model 649 Bodyguard. It only fires .357 Magnum ammo in this edition of the game. If merged with a "Chunk of Steel" item by a Mechanic it is now equipped with a longer barrel (like a Smith & Wesson Model 27), can mount a silencer (despite being a revolver), and its ammunition is now considered Armor-Piercing.
Beretta M92F
This locked-breeched, double-action, semi-automatic pistol has a capacity of fifteen rounds of 9mm ammo. Its better-than-average range, and fast operation make it a favorite amongst fans of quick-fire.
- Jagged Alliance Manual
The Beretta M92F is dubbed the "Beretta 9mm pistol" in-game. It can mount both the silencer and Sniper Scope. Unlike the Colt .45 pistol, it cannot be upgraded.
Colt Officer's Model
This special forces issue, semi-automatic pistol with a six-bullet clip is recoil-operated, air cooled, and has a corrosion-resistant metalife finish. Slightly longer range & faster operation make it preferred over the .38 revolver .
- Jagged Alliance Manual.
This compact version of the Colt M1911A1 is dubbed the Colt ".45 pistol" in-game. It can mount a silencer but not a Sniper Scope. If merged with a "Chunk of Steel" item by a Mechanic, its ammunition is now treated as Armor-Piercing.
Submachine Guns
There are no submachine guns or pistol carbines available in the game.
MP5 Submachine Gun
On the cover art there is a mercenary carrying an MP5 with a retractable stock. It is either a Heckler & Koch MP5N or an MP5A3 or MP5A5 with a barrel lugged for a silencer.
Shotguns
Note: The 12 gauge ammunition's bore is is erroneously described as ".12 gauge" and the shell length is described as "23/4-inch Magnum" [18.5x70mmR Magnum]. The shotguns can only fire slugs rather than buckshot in this edition of the game.
.12g Shotgun (Winchester 1300)
A Winchester, Model 1300, stainless Marine Defender, pump-action shotgun with metal-beadfront sight, traditional-ribbed forearm, and six .12 gauge shell capacity. Though not fast, its range exceeds that of any available handgun.
- Jagged Alliance Manual
Described as a Marine Defender pump-action shotgun but only has the standard six-shell capacity.
.12g Rifle (Winchester 1400)
A modified version of their stock .12 gauge, this gas-operated, semi-automatic, double-barreled combat shotgun with a six shell capacity offers fast, long range operation, and has made the standard .12 gauge virtually obsolete.
- Jagged Alliance Manual
Described as a semi-auto conversion of the basic shotgun. However, a .12 Shotgun can't be upgraded to a .12 Rifle by merging it with a "Chunk of Steel" item. It already comes with a scope mount.
Rifles
For some reason the mercenaries can only get the semi-auto civilian versions of these military weapons. They cannot be upgraded to selective or full auto fire.
NORINCO M305
A Chinese version of the G.I. issue M14 manufactured by Norinco. This gas-operated, 7.62mm, 20-cartridge capacity, clip-loaded rifle is more powerful than a .12g, and has a range second only to the more favored M16 rifle.
- Jagged Alliance Manual
The M305 is called the "M14 Rifle" in-game. This is a semi-auto civilian rifle rather than a selective-fire battle rifle. It can mount both a silencer and a Sniper Scope. If merged with a "Chunk of Steel" item by a Mechanic, its ammo is now treated as Armor-Piercing.
AR-15 SP1
This converted Colt AR-15 is a .223-caliber, gas-operated and air-cooled, single-option, semi-automatic with a twenty-cartridge, removable-magazine capacity. Its superb range and speed of operation make it a favorite.
- Jagged Alliance Manual.
The AR-15 Sporter-1 SP1 is called the "M16 Rifle" in-game. It is a semi-auto civilian rifle rather than a selective-fire or full-auto assault rifle and is chambered for .223 Remington rather than 5.56x45mm NATO. It can mount both a silencer and a Sniper Scope. If merged with a "Chunk of Steel" item by a Mechanic, its ammo is now treated as Armor-Piercing.
Grenades and Explosives
Grenades
An army issue M31A, a fragmentation explosive with pull-ring, pressure-release firing device, wire-wound coil and Composition-B explosive charge.
- Jagged Alliance Manual.
The icon looks like the Mk 2 "pineapple" grenade but the description sounds like the M26A1 "lemon" hand grenade or M33 "baseball" hand grenade.
Explosives
There are land mines, but there are no icons that depict them clearly. Characters with high Explosives skill can disarm and clear enemy landmines or set up their own minefields.
Other Weapons
The mercenaries can either buy Combat Knives (bayonets) or find Knives (kitchen knives). They are used as a counter to water snakes when crossing rivers, which will constrict and drown a mercenary who does not have a Knife or Combat Knife in their inventory. Knives have to be equipped in the mercenary's weapon hand to be usable in melee combat. Mercenaries can draw and equip themselves with an unreadied Combat Knife if their weapon hand is empty and they are in close combat range (but it costs movement points). They are usually otherwise useless, as every human foe will have at least a pistol. However mercenaries with high movement point levels and concealment by cover or darkness can use stealth movement to silently take out isolated and careless enemy troops.