Core Combat Manual

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8. BFR Operations Manual

8. Credits

Development Team

Executive Producers
Rich "Twist" Lawrence
Gorden Walton
Producer
Dallas "TSlothrop" Dickinson
Associate Producer
Danny Han
Creative Director
Kevin "Stryker" McCann
Senior Game Designer
David "SmokeJumper" Georgeson
Designer
Terrence "SolisInvictis" Yee
Programming Lead
Don Neufeld
Senior Technology Architect
John W. Ratcliff
Programmers
Christian "CelRay" Ebbecke
Roy Fleck
Bradley "BigDevDawg" Heinz
Scott Martin
Bob "Condor" Mitchell
Scott "NothingMan" Musler
Robert "SitDog" Sitton
Stephen "TheMotherB!&@$" Wang
Art Director
Tramell "TRay" Isaac
Art Team
Doug "EZpickins" Batson
Brett "Sparky" Briley
Fisa "MsSpella" Castellanos
Mike "ELX13" Chubb
Patrick "Trickday" Dailey
Niraj "NearRidgeX7" Desai
Arash "LovesSarahAndSasha" Keissami
Joe "Edge" Marullo
Andrew "rogue13" Risch
Josh "theFerret" Robinson
Lance Thornblad
Jason "Spyder" Webb
World Builders
Peter Chang
Dave "CaterpillaR" Kuykendall
Community Representative
Victor "Sporkfire" Wachter
Administration
Minda "TeamMom" Barlogio
Music
Composed and Recorded by Don Ferrone

Sounds included in this recording are from the Percussive Adventures Sound Library, produced by Christopher Page for East-West Communications, Inc. Orchestral samples included in this recording from the Vienna Symphonic Library

Quality Assurance Team

Vice President, Customer Service/Quality Assurance
George Scotto
Director of Quality Assurance
Tony "Valaq" Rado
Quality Assurance Manager
Ed "Namdarie" Hocking
Quality Assurance Supervisors
Dominic "Kinjiros" Bindley
Jason "DragonFyre" Roberts
Customer Service/Quality Assurance Office Manager
Brandie Thornley
PlanetSide:Quality Assurance Lead
Rob "Bishop" Thompson
Quality Assurance Analysts
Gary"Wildboar" Binkley
Christopher "PuppyJuggler" Fritchoff
Nick "Kruel" Herres
Eric "ProfessorChaos" Sison
Rian "Trace" Trost
Platform:Quality Assurance Lead
Carl "LowAmmoWarning" Flaherty
Quality Assurance Analysts
Jason "FMH" Asser
Eric "Djebubi" Shell
Adam "Slappy" Stevens
Compatibility Lab Lead
Ryan "FalconPS" Antonelli
Compatibility Lab Analyst
Greg "ChillinNC" Hauser

Customer Service Team

Director of Customer Service
Thom Terrazas
In-Game Support:
Customer Service Manager

Gary Matthews
Customer Service Supervisor
Tom Lockard
Customer Service Representatives
Mani Ramirez
Johnny Ah Sue
Dan Binter
Jeremy Swanson
Coordinators
Christina Greenberg
Allison Needham
Technical Support:
Customer Service Manager

Victor Ramirez
Customer Service Supervisors
Gordon Dapkus
Patrick Horne
Customer Service Representatives
Joel Sasaki
Robert Ellison
Stephen Rodgers
Mike Hess
Jessica Webb
Game Ops
Mike Bowen
Dan Gorman
Mike Tucker
Wayne Kao

Web Team

Director of Web Presence
Nathan Pearce

Web Team
Michael Murphy
Paul Tighe
Clayton Kroh
Steven Fuller
Tim Cox
Scott Stein

Marketing & PR


Scott "Malice" McDaniel
Michael "Jaxdad" Lustenberger
Chris Kramer
Sean Kauppinen
Tamara Sanderson
Jennifer Belfield
Laura Naviaux
Ari Zgliniec

PlanetSide made with Karma Game Dynamics. Math Engine, Karma and The Math Engine and Karma Logos are registered trademarks or trademarks of Math Engine PLC, used under license

PlanetSide uses Bink Video. © 1997-2003 by RAD Game Tools, Inc.

PlanetSide uses Granny Animation. © 1999-2003 by RAD Game Tools, Inc. MPEG Layer-3 playback supplied with the Miles Sound System from RAD Game Tools, Inc.

MPEG Layer-3 audio compression technology licensed by Fraunhofer IIS and THOMPSON multimedia. Miles 3D Realistic Sound Experience (RSX) Software Copyright © 1997-2003 by Intel Corporation and RAD Game Tools, Inc..

8.1. What Are BattleFrame Robotics?

BattleFrame Robotics (BFR's for short) are giant mechanical vehicles that move on legs, as opposed to wheels or treads. They are fully customizable and can be equipped with weaponry to fit a wide array of combat situations.

There are three configurations of the BFR, the one-man variant equipped with a flight pack and the two-man variant equipped with a gunner pack.

All BFR's are based on the basic model of each Empire. These are one man units, equipped with pilot weaponry attached to each BFR arm. When a soldier first gets imprinted, this is the first BFR they may acquire. In order to acquire the Avanced BFR's below, they must meet certain requirements (detailed in the chapter on Qualifying for a BFR).

The Flight Pack allows the BFR to perform a jet-assisted leap into the air. The flight BFR can maneuver left, forward, right, and back while in the air. However, moving in any direction with the Flight Pack active will slow the ascent of the BFR.

The BFR can maintain altitude by pulse-thrusting as it flies and allowing the capacitor to recharge between pulses. However, they have virtually no glide so thrusting must be carefully managed to stay aloft.

The flight pack is powered by a continuously recharging capacitor. This capacitor will require a minimum amount of energy before it will allow a jump.

The Gunner Pack adds a second seat for a gunner and allows the pilot to add a gunner weapon to the BFR. From this position, the gunner can rotate a full 360-degree and has a high degree of up/down control for the largest field of fire possible.

8.2. BFR's by Empire

Terran Republic
The TR Colossus is physically the largest of all BattleFrames. Consequently it is the slowest but most heavily armored. Resembling a walking tank, the Colossus is sure to provoke much fear in those that it encounters.

Flight Variant: Invader
Gunner Variant: Juggernaut

New Conglomerate
The Peregrine's size and mass is between the larger TR Colossus and the smaller VS Aphelion. It is also more of a hybrid looking BattleFrame in that it resembles a blend of the Colossus' walking tank look and the Aphelion's more humanoid shape. Consequently the Peregrine is more mobile than the Colossus and has a bigger and quicker range of motion for its torso.

Flight Variant: Eagle
Gunner Variant: Sentinel

Vanu Sovereignty
The Aphelion is the smallest of the BattleFrames and the most humanoid in shape and proportion. Because of its smaller stature, it is also the lightest armored but most mobile on the field. Because of this, it has the greatest amount of speed and range of motion.

Flight Variant: Eclipse
Gunner Variant: Orion

8.3. Qualifying for a BFR

Imprinting
To qualify for BFR ownership, a soldier must first successfully create an authorized imprint with the Auraxian Core so that the identity core within the BFR will allow the human to integrate fully with itself. Without this integration, the player will be rejected by any BFR they try to board.

To create an authorization imprint, the player has to become recognized by the Auraxian Core by participating in energy exchanges within the caverns. These "energy exchanges" that the Core recognizes are facility ownership swaps. A player must have participated in at least 10 cavern building captures (AT Plants, Redoubts, or Module Buildings) to be eligible for the imprint.

In order for a cavern capture to count toward imprinting, the cavern building must be significantly contested against enemy forces, with enough enemies engage to make the capture reward meet or exceed 900 Battle or Command Experience Points. Soldiers must be within the cavern building's SOI at the time the building switches Empires for the capture to count toward the imprint.

Once the soldier is finished with the ten cavern captures, they must enter the central energy beam of the Core Complex of any cavern to complete the imprinting process and become eligible for BFR certification.

Once a character has been imprinted for BFR control, that imprinting lasts forever, until the player voluntarily unlearns that certification. If that occurs, the player must re-imprint by participating in more cavern building captures and returning to the Core Complex.

Certification
Once a character is finished imprinting, they may purchase the BFR certification at any certification terminal. BFR's are a part of the Armored Assault certification tree.

  • Armored Assault 1 - Access to the Lightning Tank - cost 2
  • Armored Assault 2 - Access to the empire specific Medium Battle Tank - cost 1 (requires that you have Armored Assault 1)
  • BattleFrame Robotics - Cost 3 (requires that you have Armored Assault 2)
  • Flail - Access to the Flail - Cost 1 (requires that you have Armored Assault 2)

The Advanced BFR Merit Commendation
In order to gain access to the advanced BFR variants (Flight and Gunner), players must earn the Advanced BFR Commendation by using a BFR to kill 100 unique enemy soldiers and then killing another 20 uniques in a single life, for a total of at least 120 kills.

A unique enemy is one that you have not killed in the previous twenty minutes and has been alive for at least 30 seconds. The streak of 20 enemies before being killed yourself must be completed after the first 100 (which do not have to be killed in a single life).

8.5. BFR Acquisition and Configuration

Acquisition
BattleFrame Robotics are acquired from the BFR Hangar located in the courtyard of all continental facilities (but not in Battle Island courtyards). Once you have successfully imprinted and certified for a BFR, you may move to the terminal located on the side of the hangar to select you're the configuration you wish to purchase. Only BFR's that you are qualified to pilot will be displayed in the terminal menu.

When you purchase a BFR from the Terminal's main menu, it will be fitted with a default weapon loadout. If you have saved BFR Favorite Configurations (see below), then you will be able to call one of those up directly from the Hangar.

Configuration
Once you have acquired a BFR, you may configure it at the Rearm Silo located in all facility courtyards. When a pilots takes his or her BFR to the Rearm Silo, they will be instructed to press the action key ('G' by default) in order to access the purchasing menu and begin swapping out weapons and ammo in their loadout. Once you have created a BFR configuration, you may save it to your BFR favorites menu for quick access to it in the future.

8.6. Using BFR Weaponry

Switching Weapons
BFR Gunners have access to only one weapon at a time. Pilots have two weapons, which may be identical or different and may be fired simultaneously or in tandem. To arm or disarm a pilot weapon, press its holster number.

Weapons Catalog
The BattleFrame Robotics can be outfitted with many different types of weaponry, allowing for different roles on the battlefield across each Empire. BFR's have Common Pool attachments, as well as Empire-Specific ones.

Common Weapons

NTU Siphon
This device allows the pilot to transfer NTU from enemy silos into a repository within the BattleFrame. The pilot is then able to transfer it back into friendly silos or release some of it in an area effect EMP blast that disables implants, vehicle weapons systems, Engineering deployables, etc.

Compared to the ANT's NTU harvesting systems, the NTU Siphon is a smaller unit that cannot completely scavenge a NTU silo.  It is only capable of a limited storage size and pulling moderate quantities of nanites from such a target.

Armor Siphon
This device enables a BFR to siphon armor from enemy vehicles and other BFR's (but not MAX armor) to replenish its own. Instead of a deplete-able ammunition pool, this component system uses a capacitor that recharges automatically over time. Therefore though the beam effect is continuous and can siphon away armor every time it sweeps across an enemy target, the pilot is forced to manage the power capacitor for this system.

Shields
In addition to having more armor points than medium tanks BattleFrames also have Ancient Tech shield generators that further enhance their defensive capabilities. These shields protect against heavy ordnance but are permeable to small arms fire. Although they continuously recharge even as they take damage, shields can be brought down through sheer force from multiple enemies.

The shield generator is quite fragile compared to the rest of the BFR and direct hits from small arms, sniper fire or hand held AV weapons from infantry or MAX units that close to be inside the shield bubble are common tactics to thwart these mechanical giants.

Terran Republic
Gunner Weapons

The Dual 100mm Cannons launch extremely heavy slugs in a reasonably straight tank cannon trajectory. This weapon is designed to punch through armor effectively, with a rate of fire comparable to the Prowler's 105mm cannons.

The Mortar Launcher is an indirect fire weapon that launches high impact explosives designed to decimate infantry. It can be fired either in single shots or release a salvo of mortars.

Pilot Weapons
The Tank Defense Cannon uses a 75mm cannon similar to the Lightning, with an increased projectile speed and slightly accelerated rate of fire.

The Rotary Chaingun is set up to defend against infantry and air targets. With a high rate of fire, low recoil and heavy damage, it will shred its targets. Its drawback will be its high rate of ammo consumption.

The Burster air defense system operates similarly to the Burster equipped AA MAX, rapidly firing flak shells that explode in proximity to enemy air.

New Conglomerate

Gunner Weapons
The Particle Cannon takes mass-driving to a new level, converting mass into plasmoid energy and pushing it up to relativistic speeds. This sucker punches hard and leaves a minor irradiation field at the location that it hits, eating away at armor.

The Rocket Pod employs rapid fire long range, rockets in either single shots or a devastating all pod firing salvo. The weapon is very accurate and the rockets have an explosive warhead designed to for flexible functionality, resulting in decent punch to heavy armor and quick kill times on encroaching infantry.

Pilot Weapons
The Hammer is a serious anti-infantry weapon, firing a wide spread of shredding pellets over a short range and a secondary fire mode that concentrates the pellets for medium range work.  While the weapon is lethal to infantry targets, it lacks punch to beat quickly through heavy armored vehicles.

The Sparrow Missile Pod is the application of the Sparrow Anti-Aircraft weapons platform to the Peregrine.  The system has been adapted for rapid fire release of it's clip of missiles, resulting in fast kill times on opposing aircraft.  The drawback to this is the relatively frequent reload times as missiles are shuffled in place to the launch tubes.

The Anti Tank Machinegun chugs out depleted uranium bullets that tears up armored opponents.  While it's rate of fire does not rival any of the Terran Republic's rapid fire weaponry, it's projectile acceleration systems make it very powerful at close range and throw each round to quite a distance.  Unfortunately, the slug's velocity drops off at these latter ranges, resulting in a loss of the damage this weapon enjoys close in.

Vanu Sovereignty
Gunner Weapons
The Immolation Cannon fires a straight-line energy projectile that impacts in an area effect explosion designed to penetrate armor. This cannon has a slight build up time before firing, but the projectile has a straight, if relatively slow, flight path and extremely long range.

Plasma Mortars are indirect anti-infantry weapons that fire a mass of plasma to create a field that burns its target on contact.

Pilot Weapons
The Continuous Laser is an anti-infantry beam, inflicting a steady stream of damage on its target. The laser loses effectiveness beyond 125 meters, but this is made up by it's extreme precision and devastating effects on infantry and relatively light armor of MAX units.

The Pulsed Particle Accelerator serves the Aphelion as a primarily Anti-Vehicular weapon.  It is an adaptation of the Magrider's forward facing light PPA, but it charges particles longer and is attuned to lower frequencies for better punch through heavily armored targets.  The weapon's particles dissipate after medium distance travel, but makes up for that with consistent energy damage throughout it's range.

The Starfire anti aircraft weaponry is an adaptation of the similarly named MAX.  It features lock on systems that will guide in flight projectiles to the currently painted target.  Each energy sphere has an outer plasmoid mass that continues to eat away at the target after the initial explosive impact.

8.7. Critical Events

There are many system components on a BFR. When these systems are targeted and take damage, there is a chance that they will suffer a critical event that limits the functionality of that system. All damage done to any part of a BFR will still reduce its overall armor pool, but as specific systems take more damage, the severity of the effect will be increased. Some components may not be repaired in the field, but require the use of a rearm silo to replace them. These components are: Shield Generators, Gunner Pack, Pilot weapons.

Systems and Their Effects

Sensors

  • Reduced sensor range on proximity map.
  • Loss of enemy projectiles on proximity map.
  • Loss of enemy aircraft on proximity map.
  • Loss of all enemies, including projectiles, on proximity map.
  • Health damage to the pilot (Note: If the pilot dies, the BFR comes to a halt immediately. The pilot's body is assumed to de-rez normally.)

Movement Servo

  • Autorun disabled.
  • Slowed forward movement.
  • Slowed backward movement.
  • Slowed pivot speed.
  • Slowed strafe.

Torso

  • Loss of item in trunk.
  • Extra damage.

Shield Generator

  • Decreased shield recovery rate.
  • Shields offline temporarily.
  • Shield generator destroyed (Note: This one-time event causes the BattleFrame to lose all shields until the BattleFrame can be repaired).

Pilot Weapon

  • Increased reload time.
  • Increased default Cone of Fire.
  • Increased Cone of Fire recovery.
  • Loss of all ammo in clip and extra damage.
  • Temporary loss of weapon usage.
  • Decreased rate of fire.
  • Decreased range.
  • Loss of secondary fire functions.
  • Destruction of weapon (Note: This one-time event causes the BattleFrame to lose all us of the weapon until the BattleFrame can be repaired).

NTU Siphon

  • Temporary loss of NTU siphon use.
  • Transfer of NTU is slowed.
  • Cannot store NTU (BFR's can still drain NTU's out of a silo, but cannot store them).
  • Decreased NTU capacity.
  • Destruction of NTU siphon (same as weapons).

Armor Siphon

  • Decreased range.
  • Armor transfer is slowed.
  • Temporary loss of armor siphon use.
  • Can still drain armor, but transfers less to BFR.
  • Slower capacity recharge.
  • Destruction of armor siphon (same as weapons).

Gunner Pack

  • Increased reload time.
  • Increased default Cone of Fire.
  • Increased Cone of Fire recovery.
  • Loss of all ammo in clip and extra damage.
  • Temporary loss of weapon usage.
  • Decreased rate of fire.
  • Decreased range.
  • Loss of secondary fire functions.
  • Destruction of weapon (Note: This one-time event causes the BattleFrame to lose all us of the weapon until the BattleFrame can be repaired).
  • Health damage to the gunner (The gunner's body is assumed to de-rez normally.)

Fight Pod

  • Less vertical force from jets.
  • Increased capacitor use.
  • Decreased capacitor recharge.
  • Less force applied when moving horizontally.
  • Destruction of Flight Pod (Note: This one-time event causes the BattleFrame to lose all us of the flight pack until the BattleFrame can be repaired).

8.8. BFR Origins

The concept and design of Exoskeletal vehicles is nothing new. The Old Republic experimented with different designs over the past 40 to 50 years. They worked from the concept that a new sort of "urban tank" could overcome obstacles too coarse or dense for a tracked or grav vehicle.

An offshoot of this research, the MAX armor, is used today across the galaxy. Of course, dedicated teams of engineers continued to concentrate on enlarging the exoskeleton to support larger armor and heavier ordnance.

Thus, the BattleFrame came into existence. Able to carry tank-sized weaponry and supporting a defensive force shield system, the BattleFrame, on paper, was greater than any tank in the arsenal.

There were interface issues though that prevented this crowning achievement from being fully successful. Pilots trained for years to master the complexities of moving fingers, feet, knees, elbows, and all the weaponry and systems of the BFR. It's so much to keep track of that pilot responses were slowed, making the BFR less effective. Too many instances of pilot death and vehicle loss were the results of initial training and testing. The first BFR plans were then discarded and a new team took over the design based off new concepts.

Around this same time as the BFR underwent its first round of redesign, the war on Auraxis started. Republican leaders watched avidly as this savage battle erupted continuously on that alien planet. Eventually, they considered using Auraxis as an experimental test field.

Once the Republican leadership determined that the expeditionary force on Auraxis would have to be terminated, they decided to hold off for a year or more and use Auraxis as a closed test-bed for ideas and technologies too dangerous for general use within the Republic itself.

The Republic transmitted designs for vehicles and constructs through the micro-wormhole to the empires fighting each other on Auraxis. They expected nothing in return; they just wanted to find out what the factions would do with these new designs.

Only one BFR design was sent to each of the three empire.

Timeline: Two months Pre-Bending

The BFRs were an improvement over the main battle tanks of each empire, that is, if the initial design issues could be resolved. Auraxis engineers saw no use in encoding the BFR into the warpgate shunts while design problems were still evident and unresolved. The potential of the BFR was too great though. Research began immediately to fix the design and get it into battle.

The solution to fixing the BFR design came from an entirely unrelated field of research, as such solutions often do. Continued research into developing portable respawn units eventually created a "resonance crystal" based on the crystals discovered and studied within the caves.

Scientists working on the crystal tried to create a way of recording the patterns (normally stored in the warpgate shunts) within a data storage unit so that information could be saved independently of the Auraxian Core.

The resonance crystal was a close, but not exact solution. The study of Auraxian cavern tech showed that the Ancients seemed to have dealt with probability quite a lot in conjunction with dimensional research. The belief currently is that there are many potential probabilities to any event and that decisions made on the moment cause many of those probabilities to fade away while strengthening the one chosen, thus crystallizing the universe around that decision.

Extrapolating on this theory, they began creating a "possibility recorder", which eventually became known as the resonance crystal. When the crystal remains close to a person for a long period of time, and if that person is put under stress for a great deal of that time, and that stress occurs in the caves of Auraxis, then the crystal responds naturally to store "echoes" of events that might have happened to that person. (The nearly-happening possibilities that did NOT happen to the person are recorded in the crystal.)

Eventually, a kind of composite recording of that person occurs in the crystal. In fact, the crystal eventually develops enough potential on its own that it can be queried (through instrumentation reading pattern feedback) and it responds in a fashion remarkably similar to the person that it "echoes". It isn't sentient per se, more like a remarkably efficient database of knowledge with some emotional feedback based on the original source personality.

When the BFR design teams and engineers heard about this remarkable advancement, they began wondering if the resonance crystal could be used as the elusive interface element, finding a way for it to deal with the moment-to-moment details of running the BFR, while also becoming an almost perfect interface with the mind of the pilot.

The end-result was a hodgepodge of computer interface, resonance crystal "echo personality" and a bit of ancient-tech elements besides...but it worked.

Most soldiers are now outfitted with a resonance crystal implant at the top of their spine. When soldiers are sent into the caves for combat, they automatically begin to accumulate "echo potentialities". Eventually, their resonance crystal becomes properly "attuned" and they become capable of being a BFR pilot.

If the soldier pursues that field, then a socket is surgically grafted in the back of his or her neck, allowing the BFR harness to integrate through that socket, directly interfacing with the resonance crystal in the spine.

When the circuit is complete, the soldier is able to concentrate on the surrounding battlefield, only needing to tap an occasional control here and there to nudge the "echo personality" into action. That semi-sentient construct then obsessively handles the details of the BFR. This system works well, allowing the pilot to concentrate on survival while the "echo" keeps the machine in line. There are some issues. Pilots often report getting flashes of anger or empathy from their BFR, especially when encountering close friends or enemies. One pilot was even exonerated from murder after a court finally decided that the BFR acted independently when killing the pilot's recent ex-girlfriend. But those instances are rare.

However, it's becoming quite common for BFR pilots to "hear" the emotions of the echo, even when not connected to the BFR itself. There have been reports of pilots that become morose and suicidal if their resonance crystal is removed. Despite attempts to make them feel the crystal is just a tool, most pilots eventually think of it as their closest friend. After all, who agrees with you more than...you?

 
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