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Studio headphones. Despite it's superior performance against body armor, the weapon never replaced the cheaper and simpler , partly due to the delays in putting into mass production over various technical issues.
By the time it was ready for mass production in , the Reconquest Wars had effectively ended with an informal cease-fire. Consequently, the was adopted in limited numbers by special operations branches of various branches of service. With the turn of the century, the Ministry of Armaments pressured defense contractors to develop a new, improved version of the Enforcer to stay ahead in the arms race.
The resulting Mk. The was the product of a decade of joint effort by over a dozen major arms manufacturing companies. While larger directed-energy weapons like the ubiquitous energy rifles and plasmacasters had been in use for many decades now, energization of sidearms had thus far been neglected, largely due to their limited utility in combat primarily as emergency self-defense weapons. Consequently, the research institutes of the various arms manufacturers had to invest considerable resources and time to miniaturize all elements of a plasmacaster technology sufficiently to fit in a handblaster-sized frame and remain safe and effective to fire.
Presently, Mk. However, many units including a number of elite legions are loath to adopt the new plasma-based Enforcer, favouring the rugged simplicity and versatility of the over the new high-tech gun. All the best. Originally posted by Reel Big Kris :. It seems that my 'altered' customdata. I have to pay for my ammo and company-car-fuel again, even as a somewhat underpaid officer Any ideas? Didn't start a new game though Originally posted by SolCore :. Your own base should be safe from attack if you've fortified the buildings nearby and left a few Tesla Troopers guarding it.
Go to the left and capture the derrick to get some cash. Travel around, fortifying the buildings near any enemies to give you an advantage.
Keep some engineers nearby to repair them if they get damaged. It's best to go in by the middle enhance to the north and take out the tanks in the park before moving in your Tesla Troopers to charge the Eiffel Tower. Start up your base and quickly send some troops off to the left to stem any landings. Take some conscripts over to the house on the small island to gain a bonus. For another cash bonus, take an amphibious transport along the bottom left until you reach land and you'll find a crate.
Build up some minor defences, then concentrate on building Subs and a few Sea Scorpions. Deploy them near the housed island to take out the Koreans when the timer runs down.
Keep the dreadnought reinforcements at a distance. Defend your shipyard from any remaining ships while stocking up on Subs. Head to the west and then up the small channel in the middle. Use your Dreadnoughts to take out the Prism Towers. Then sub-rush the Allied fleets and the shipyards. And you don't even need to set foot in their base. You need to defend all four points of your base. Before you do, send a couple of Tesla Troopers to take out the propaganda van to the west, then send some engineers over to the far east derricks to get some extra cash.
Build three miners to harvest the north field, guarded by a few tanks and Troopers. Churn out some Flak Troopers and cannons around your battle lab. Hold out and build up a few heavy tanks, some Apocalypses and Terror Drones and position them next to the entrance two of each should do the job along with a whole bunch of Tesla Troopers. Build some Tesla Coils nearby and add others when you've got the money. A few dogs should sort out any spies as well. The attacks keep getting stronger but as long as you keep an even mix at each point, you'll be able to hold them off.
Defend your base from Paratroopers as you build. Send a few tanks, backed up by four V3 Launchers and Tesla Troopers over the bridge. When you've taken out their units, send a few engineers over to capture what's left.
Build one plasma coil to the north-east. Keep a good supply of Terror Drones to help take out enemy infantry and mix with a few Apocalypse tanks. Money can be tight here so send a few units to destroy the memorials and make some cash when there's a lull in the fighting. To penetrate the White House base, the best thing to do is to amass your forces up at the north-west and assault the left wall.
Enemy buildings can spring up pretty quickly, so take out the construction yard with Apocalypses first of all while using V3s on the war factory.
Then just clear up the power plants to take the coils off line and destroy the barracks. Kill any remaining units and capture the White House.
Kill the two guards in the base to the north with the IFV and mind control the engineers to take over the base. Take over another IFV, build an engineer and put him in one to turn it into a repair vehicle.
Take the two up to the northeast base and blow up the pillboxes and guards, using the repair IFV to fix any damage. By now he should be to at full strength. Get rid of the repair IFV and use the psychic commander to take over the sniper, who should then take out all the guards and dogs standing at the entrance. Build a spy and send him into the base. Position your IFV at the south wall and launch rockets at the power plants while your spy takes the power down. The two tanks should pose no problem if you're at full rank.
Snipe the remaining infantry and send in a psychic commander to take over the President. A job well done. It can be a little hard getting started but guard the shores with Tesla Troopers and a few tanks while you build up. Build plenty of Flak Cannons and Troopers to protect from air attack. When your base is established build plenty of Subs, two or three Dreadnoughts and a couple of squid and take out enemy naval units near the coast.
Use the Dreadnoughts to take out the beach defences and clear the area. When that's done, stick a load of Apocalypses, Tesla Troopers and V3s into amphibious transports and take them over.
Brand New Start. Grape, Grape Joy. Walking In The Light. What A Difference You've Made. I Know Better Now.No ASCII art. No editorializing. No fluff. No pampering. Straight strategy. GRAND THEFT AUTO: VICE CITY STORIES % Completion Walkthrough for Playstation 2 version Written by Chris Halloran (c) ****LEGAL DISCLAIMER**** Grand Theft Auto: Vice City Stories, along with all other productions of the Grant Theft Auto series, are the sole intellectual and trademark domain of Rockstar Games.