recursal/Fanatic-Fandom huggingface dataset:
RWR: PACIFIC/Weapons and equipment

**General notes**

* An asterisk(\*) next to a weapon name indicates it has a bayonet version as well. The bayonet may be swapped to by using the "weapon mode switch" keybind, "X" by default. Any differences between the two version of the weapon are shown with parenthesis () which indicates a difference on the bayoneted variant.
* The commonness of a certain weapon depends on their xp requirement too. The ANM2 Stinger for example, despite having a relatively high 0.15 commonness value, may only spawn if the wielding soldier has more than 10000 xp.
* Certain weapons, such as the flamethrowers, mobile machine guns and the katana, don't always drop when the wielding soldier is killed.
* Numbers in accuracy for specific stances are modifiers, to get actual accuracy of the weapon in a specific stance multiply base accuracy by a corresponding modifier. If figure for prone modifier is missing, treat it as 1.

### Armor / Special Gear

**Notes:**

* The sentry gear worn by AI Sentry soldiers provides more protection than the one available to players.
* AI flamethrower operators are equipped with a special vest that grants them strong protection against bullets, but they die instantly to explosives and knifing.
* The banzai gear worn by AIs provides less protection, but grants a greater speed bonus compared to the one available to players.
Backpack

## Backpack encumbrance

   When you carry an extra stock weapon in your backpack (such as M416A4), your speed penalty is 10% (blue line) while your accuracy penalty is 0% (red line).

That is, at this 20% encumbrance, we have 100% accuracy and speed immediately drops to 90%. From here speed linearly decreases to 60%, up until 80% encumbrance, where we suddenly drop to our final 50% speed. Any further encumbrance will not incur any further speed penalties. Similarly, beyond the 20% encumbrance we linearly drop accuracy to 94% at 100% encumbrance. Beyond this encumbrance, we will not incur any further accuracy penalties.

Visually, your character will have no backpack until reaching 20% encumbrance, where he will wear a small backpack. He will wear a big backpack on reaching 50% encumbrance.

The run animation will apply up to 80% encumbrance, at which point the walk animation is used.
Contact

To reach Osumia Games, the development team behind **RUNNING WITH RIFLES**, please send an e-mail to **support@osumiagames.com** or get in contact in Discord (best), Twitter or Facebook!

Feedback, comments, support inquiries, suggestions and everything else are welcome!

**Official RWR Discord server**

**Twitter**

**Facebook**
Zeleny

Zeleny is a human-like alien with dark-green subtile body. They can be found on planets, beamed to a player's mothership with the Tractor Beam, or sneaked into a Harvester and disembarked on the Hangar.

They got low amount of HP but use Acid Rifles, which cause damage over time after they hit you and is pretty dangerous if in high numbers.

Their DNA can be researched in Clone Lab to produce modified humans.

## Drop

Zeleny can drop various useful items, such as: biomass, battery, X Ray Caster Fragment. Mutated Zorc will highly likely drop very useful Alien Healing fragment.

After death Zeleny may drop following items:

* Biomass
* Acid Rifle weapon sample
* Zeleny DNA sample

## DNA Caracteristics

This creature's DNA improves resistances and lowers intelligence. Consumes NH³(Ammonia).

 II | 175
 III | 225
Invasion

In the Invasion game mode, the ultimate objective is to capture each enemy-controlled map in what is basically a connected series of quick matches. Unique to the Invasion game mode however are side objectives that can give additional RP or unlock unique weapons and equipment to be bought at armories.

# Unique Features

The Invasion game mode has various unique features that distinguish it from ordinary quick matches

### Setup

To start an Invasion game, click the "Start new Campaign" button at the menu. Similar to when starting a quick match, you're presented with a set of sliders to change properties that will affect how you earn XP and RP and properties that will affect the AI of the allied and enemy bots.

### Objectives

Invasion features a set of unique objectives that can be completed throughout the game that can earn RP rewards, as well as make unique items available and boost the strength of your faction.
Clone Lab I

I.D.A.: "In our cloning laboratories new clones can be created and added to the crew. Thanks to Superior Genetics advanced technologies, we are also able to combine human DNA with DNA we collect in outer space. This feature gives us the amazing option to create perfectly specialized beings for the Genesis program."

Cloning of crew members. Low cloning speed. Tier 1 research.

Allows research of tier I clones.

### Resources needed to build

* 5 Framework
* 5 Energy

### Reinforcement

* 4 Cable (Level 1)
* 4 Centrifuge (Level 2)

### Size

* 5x3 (3x2 corridor)
* 1 deck height

### Connection Points

* 1 - dead end on the long side
* does not have service tunnel access

## Other tiers

* Clone Lab II
* Clone Lab III

* Clone Lab Terminal
Iron Enclave

Bases to capture | 15

**Iron Enclave** is a three-faction map that was implemented with the 1.4 release. It comes with 15 different capture locations and it has a main city surrounded by the factions' headquarters.

The map is somewhat similar to Moorland Trenches regarding to the location of most of the bases.

**Individual locations**: HQ West 1, HQ West 2, HQ South 1, HQ South 2, HQ East 1, HQ East 2, Western District, Western Entrance, Factory, Rail Station, Promenade, Downtown, Park, Hotel, Castle, Port

**Vehicles available**: Jeeps, Quad, Buggy, Humvees, Spawn trucks, Armory truck, APCs, Tanks, Patrol Ship
Armory

**Armory** is a facility where the players can buy or/and sell weapons, valuables, vests, equipment, etc. In the game its function is most similar to a shop.
The currency used at the armory is RP or Resource points.
In the armories, the player can sell any kind of items, but can ONLY buy those weapons that belong to his own faction as well as those enemy weapons that are already unlocked for the same faction.

There is usually one armory every two bases.
How to host a dedicated server

See the following forum post. It explains how to set up a dedicated server for Linux and also Windows based systems to be controlled through automated scripts and where to change settings.
The thread is about an older version of the server binaries but it's still exactly the same method as of today (14th of April 2020).

**LINUX & WINDOWS**:
http://www.runningwithrifles.com/phpBB3/viewtopic.php?f=4&t=3492&p=18761#p18761

Below is a "Steam Community Guide" which is an easy to understand installation tutorial on how to install a RWR server on a headless Debian 10 (Buster) on a vm or bare metal system.

**LINUX**
https://steamcommunity.com/sharedfiles/filedetails/?id=2065204709
Moorland Apocalypse

Bases to capture | 20

**Moorland Apocalypse** is a variation and expansion of Moorland Trenches. The most immediate change is the map starts with the player faction surrounded in Center Trench. One faction controls all areas next to center trench, while the third faction controls the outer ring of bases.

**Bringing valuables onto this map before claiming a second base is not recommended**. Enemies can get into shooting range of some player spawns in the time it takes players to load the map. Additionally, Center Trench is a difficult base to defend from all sides. It is a common practice to race towards Cottage with the Armory Truck and Spawn Truck as soon as the map starts, a gambit that is not always effective, and rarely without danger.

However, that technique turns the map into something closer to the less lethal Moorland Trenches.

**Note:** there's an AA emplacement that must be destroyed in order to allow air-dropped support calls for the player's faction.

**Individual locations**:Cottage, Hospital, Power House, Suburbs, Mansion, Chapel, West Town, East Town, West Farm, West Trench, Center Trench, Work Site, Warehouse, Ruins, East Trench, East Farm, Hotel, Airport, Gas Station, Academy

**Vehicles available**: Jeeps, Quads, Spawn Trucks, Armory Truck, Transport Trucks, Cargo Trucks, Vulcan tank, Tanks, Prison Buses, Cargo Vehicle, Legion
Black Gold Estuary

Bases to capture | 13

**Black Gold Estuary** is a bigger desert theme assault map, where one team starts with 2 bases (Carrier and Beachhead) while the other faction defends their 11 bases from the invaders. This map is relatively vehicle-intense and non-linear. The areas between the beach camps don't offer much cover, so that the assaulter need to advance with care.

The map has a strong resemblance of the Battlefield 2 map Gulf of Oman.

**Individual** **locations**: Carrier, Beachhead, Beach Camp I, Beach Camp II, Beach Camp III, Beach Camp IV, Hotel, Village, Construction Site, Turan Bridge, Eastern Airfield, Western Airfield, Refinery.

**Vehicles available**: Jeeps, Quads, Humvee, APCs, Transport Trucks, Armory Truck, Spawn Truck, Cargo Truck, Tanks, Rubber Boats, Patrol Ship, Cargo Vehicle
Anti-Air

A destroyable structure that ***completely*** prevents air-dropped support calls over the map. Destruction gives a certain amount of XP and RP to the player who destroyed it and restores radio support. Unlike radio towers, Anti-Air guns do not respawn.

Due to their global nature, it is typically advised to locate and destroy an Anti-Air gun with haste. Although only one Anti-Air gun will spawn per map, its location will vary among multiple potential preset locations.
**Located only on certain maps**.
Structures

## Overview

There are currently a number of structures in RWR. Some structures have their own fixed spawnpoints in a map.

* Structure ownership is decided by which team currently holds the base.
* A destroyed structure will respawn after a specific amount of time depending on the type of structure.
* Soldier Capacity Offset is the number of extra soldiers a faction gets while the building is alive and under their control.
Keepsake Bay

Bases to capture | 8

**Keepsake Bay** is a seemingly urban area with 8 locations to capture. Some coastal points can be either attacked from land or with the use of boats and can be infiltrate by silencers, snipers or just marines driving boats. Rooftops provide a great place for stealthy players or snipers. The north of the map can be used for ambushes or different tactics as it is cut away from the urban zone.

This map is meant to be played with 2 factions

**Individual locations**: Villa, West End, Docks, Shop Lane, Eastern District, Church, East Beach, Ranch

**Vehicles available**: APCs, Spawn Trucks, Transport Truck, Comms trucks, Jeeps, Tank, Rubber Boats.
Formula: Pummelgranate Serum Applications

**Formula: Pummelgranate Serum Applications** is a tier 1 novice technologist tech tree achievement.

## Unlocks

Three batches of  [Pummelgranate Serum] are required to be crafted in order to unlock the  [Go Juice] schematic.

## Tech tree

Bladeleaf Reactions is unlocked by completing this achievement and Formula: Yellowbell Serum Applications.
Controls

To view your current controls in game, press **F2**. Below are the default keys.

## Screenshots

The *Take Screenshot* key (*can be remapped in Steam settings*) takes a screenshot that is saved in one of following directories (depending on your OS):

```
**Windows:** *%appdata%\Running with rifles\*
**Mac:** *~/Library/Application Support/RunningWithRifles*
**Linux:** *$HOME/.running\_with\_rifles*

```

**Tip for Windows users:** *to easily navigate to the directory just copy the path and paste it in the Explorer bar or in the search bar under Start menu for quick access*

## Hotkeys

'**Hotkeys'** is a file where you can save some quick chat messages enterable by pressing an assigned key.

To create a *Hotkeys* file you need to create a file called `*hotkeys.xml*` and place or just create it
in the directory explained above.

Open the *hotkeys.xml* with a text editor and copy/paste inside the text from example below. Fill the text field to your desires. When done restart your game for changes to take effect.

**Tip:** *be sure to assign buttons 1-10 to hotkeys under* **F2**, *or else these keybinds won't work!*

```
<hotkeys>
       <hotkey index="0" text="enter here text for Hotkey 1" />
       <hotkey index="1" text="enter here text for Hotkey 2" />
       <hotkey index="2" text="enter here text for Hotkey 3" />
       <hotkey index="3" text="enter here text for Hotkey 4" />
       <hotkey index="4" text="enter here text for Hotkey 5" />
       <hotkey index="5" text="enter here text for Hotkey 6" />
       <hotkey index="6" text="enter here text for Hotkey 7" />
       <hotkey index="7" text="enter here text for Hotkey 8" />
       <hotkey index="8" text="enter here text for Hotkey 9" />
       <hotkey index="9" text="enter here text for Hotkey 10" />
</hotkeys>

```
Workshop II

I.D.A.: "This is a Workshop module. Here we research and construct weapons and defenses. You can also configure the weapon rack with your favorite selection of weapons. Assign engineers to the Workshop in order to speed up research processes."

Construct weapons and defenses here. Assign favorite weapons to the weapon rack.

Produces weapons, defenses, robots and ammunition.

Allows research of tier II weapons and defenses.

### Resources needed to build

* 5 Cable
* 5 Energy

### Reinforcement

* 4 Cable (Level 1)
* 4 Centrifuge (Level 2)

### Size

* 5x5 (3x3 corridor)
* 1 deck height

### Connection Points

* 3 - T-Junction through the center
* has service tunnel access

## Other tiers

* Workshop I
* Workshop III

* Workshop Terminal
Corridor

I.D.A.: "The corridor connects modules and is available in different designs. Make sure you balance the ship's layout between security and efficiency"

Standard connection between modules.

### Reinforcement

* 1 Cable (Level 1)
* 1 Centrifuge (Level 2)

### Size

* 1x1
* 1 deck height

## Glass version

General Ballistics build corridors with a glass roof. Connections between modules are also made of glass. Mechanics also use the glass version. However, connections between modules will not be made of glass.

## Half-Glass version

Framen build standard corridors, but the connections between modules are made of glass.
Lichen

Lichen refers to alien plant forms, that spread all over the ship by the green spore cloud. They are not necessary dangerous, although most of them are. When in doubt, destruction is arguably a better way of interacting with them.

Lichen can be classified in two categories: pathogenic and symbiotic.

Pathogenic are harmful to your crew and pose a threat in two ways: some create an alien nest that burst into more aliens lifeforms, other create pathogenic clouds and infect your crew with dangerous diseases. Disease carrying pathogenic lichen can be filtered through the galaxy screen.

Symbiotic can be useful and provide some benefits. All symbiotic types attract fireflies once they fully grow. They also do not emit any gas cloud and are attacked by aliens on sight. All symbiotic types share a roughly similar geometrical egg-shape form.

Upon destruction all lichen have a chance to form a spore cloud and relocate. Decontamination modules destroy all types of spore clouds that fly past them. Once specific tile is occupied by any lichen, spores of other lichen can't settle on that tile. This can be exploited to an advantage.

Lichen are spawned on board of your ship during/by:

* Free running alien lifeform, when not attacking, has a chance to create a nest (pathogenic)
* Returning harvester can bring a spore cloud, this is visually noticeable by a larger cloud near harvester entrance (both types)
* Interaction with crates upon material processing or relocation of the Deposit module (both types)
* Using the Tractor Beam
* Destroyed lichen has a chance to turn into spore cloud and seek new tile to settle (both types)

Pathogenic lichen:

* Helix (light pink texture, mushroom like form, produces infectious gas cloud that causes Helix sickness)
* Shroom (light brown, one mushroom-like outgrowth, produces infectious gas cloud that causes Shroom sickness)
* Zot (green with orange stripes, one large cup-like outgrowth, produces infections gas cloud that causes Zot sickness)
* Velen
* Various alien nests

Symbiotic lichen:

* Leven (green fireflies, HP regeneration)
* Guston (red fireflies, Alien ability regeneration)
* Protare (blue fireflies, Teleport)

#### Leven

Leven are dark-green in texture, they restore crew HP standing or walking over it. Its giveaway are green fireflies and a large egg in the middle. This is arguably the most useful type.

#### Guston

Guston are red in texture, they recharge captain's Alien ability when walking or standing over it. Its giveaway are red fireflies. Even if captain has no ability, this type can be used to prevent pathogenic lichen from occupying the tile.

#### Protare

Protare are grey in color, they teleport crew walking on them into other established Protare lichen. Its giveaway are blue fireflies and blue teleport ring. They are harmless, but arguably more of a nuisance than of use.
Turbolift

I.D.A.: "The lift module grants fast access to higher or lower decks of the ship."

Elevator to reach higher and lower decks.

The ship has 7 decks, 3 above the bridge and 3 below.

Decks can be renamed by opening the naming menu while standing inside the turbolift on the deck you want to rename.

Raiders can use the turbolift to change decks.

### Reinforcement

* 1 Cable (Level 1)
* 1 Centrifuge (Level 2)

### Size

* 1x1
* 1 deck height

### Connection Points

* 1+2 - up, down and one side
* does not have service tunnel access

* Turbolift building block
Respawn Chamber

I.D.A.: "In case of the unfortunate event of losing our captain and protector, General Ballistics designed the 'Respawn Chamber'. Clones assigned to this module will be the first crw members promoted when the current captain dies, Access the order of your successors. If no successor is left in the Respawn chamber, a random crewmember will be promoted."

Crew assigned here will be promoted to captain if the captain dies. Also features a weapon rack.

Always the closest, in proximity to the captains death, eligible crew member is selected as captain.
The priority is as follows:

1. planetside crew, if captain is also planetside
2. crew assigned to respawn chambers
3. unassigned crew
4. anyone

### Resources needed to build

* 5 Framework
* 5 Energy

### Reinforcement

* 4 Cable (Level 1)
* 4 Centrifuge (Level 2)

### Size

* 3x3 (2x2 corridor)
* 1 deck height

### Connection Points

* 2 - straight corridor on one side
* has service tunnel access

* Respawn Chamber building block
Clone Lab II

I.D.A.: "In our cloning laboratories new clones can be created and added to the crew. Thanks to Superior Genetics advanced technologies, we are also able to combine human DNA with DNA we collect in outer space. This feature gives us the amazing option to create perfectly specialized beings for the Genesis program."

Medium cloning lab. Mixing humans and alien DNA and better cloning speed. Tier 2 research.

Allows research of tier II clones.

### Resources needed to build

* 5 Panel
* 5 Energy

### Reinforcement

* 4 Cable (Level 1)
* 4 Centrifuge (Level 2)

### Size

* 5x3 (3x2 corridor)
* 1 deck height

### Connection Points

* 2 - straight corridor through the long side
* does not have service tunnel access

## Other tiers

* Clone Lab I
* Clone Lab III

* Clone Lab Terminal
Decontamination B

I.D.A.: "When its sensors detect the presence of hostile lifeforms, this module emits vaporized acid. Build strategically, it can offer effective protection against intruders."

This module damages hostile creatures and spores as they pass through. It will not affect crate contents.

The B variant is same as A variant in functionality. It requires different resource type to produce and has a visually clean valve on the technical shaft level (pure visual aspect).

### Resources needed to build

* 5 Circuit
* 10 Energy

### Reinforcement

* 4 Cable (Level 1)
* 4 Centrifuge (Level 2)

### Size

* 3x1 (2x1 corridor)
* 1 deck height

### Connection Points

* 2 - long hallway
* does not have service tunnel access
Genesis Alpha One Wiki/editcopy/Top section

Welcome to *Genesis Alpha One* Wiki
the *Genesis Alpha One* compendium by the players, for the players.
We are currently maintaining 513 pages (120 articles).

Please feel free to contribute by creating new articles or expanding existing ones.

The Genesis Project

Spaceship
Modules
Gear
Clones

Exploration

Resources
Planets
Aliens
Module Upgrade Kit

Some modules on your spaceship can have additional features added using Module Upgrade Kits (kits).

Module upgrade kits are a generic device which can be added in any available slot. You can swap the module at any time by removing it from one slot and putting it into another.

You can view the kits installed on a specific module on the ship map. The room information popup will display any upgrade slots available, and show any installed kits.

Currently carried kits show in the player HUD next to the energy barrier count. The icon resembles an integrated circuit chip.

**WARNING:** Like turrets and energy barriers, kits installed in units that are destroyed are lost. This includes player destruction of the module. As there are a finite number of kits available in the game, it is best to verify on the ship map information pop-up that no kits are installed before destroying a module.

## Upgrade Module Effects

* **Alien Detector** - allow automatic detection of mobile aliens (not eggs or Lichen). Activates the camera over the module doors.
* **Workstation** - adds an additional terminal and crew assignment to the module.
* **Health Station** - provides a terminal for accessing the biotank for healing.

## Module Upgradess

\*Already installed in module, can be moved by player.

## Helps and Hints

These kits can be acquired from planetary sites and shipwrecks. Bridge crash sites an upgrade module slot that glows green. You can remove the kit as normal. On shipwrecks, the kits will be found installed in various modules. Since only a few modules have module upgrade slots, you can search them specifically once you recognize the outer presentation of the module.
Storage

I.D.A.: "This is the 'Refined Storage Module' Production ready materials leave the refinery and will be stored here. Keep an eye on our refined storage capacity. If we run out of space, the refining process will be placed on hold. Our refined materials are the source for ship building, weapon and ammunition supply."

Stores refined materials to build modules, tools and weapons.

### Resources needed to build

* 3 Framework
* 5 Energy

### Reinforcement

* 2 Cable (Level 1)
* 2 Centrifuge (Level 2)

### Size

* 1x1
* 1 deck height

### Connection Points

* 1 - dead end
* does not have service tunnel access

* Storage building block
Deposit

I.D.A.: "Welcome to the deposit module. Raw materials from the hangar will be moved here by carrier robots. Make sure that we always have enough deposit space available. Otherwise the carrier robots will leave farmed raw materials in the hangar and further harvesting will not be possible."

Deposits a good amount of harvested raw materials.

### Resources needed to build

* 3 Framework
* 5 Energy

### Reinforcement

* 2 Cable (Level 1)
* 2 Centrifuge (Level 2)

### Size

* 1x1
* 1 deck height

## Big version

Stahlunion and Framen build this bigger version of the deposit.

### Resources needed to build

* 10 Framework
* 20 Energy

### Reinforcement

* 5 Cable (Level 1)
* 5 Centrifuge (Level 2)

### Size

* 5x5 (3x3 corridor)
* 2 decks height (blocks the deck above)
RP or Resource points

RP or "Resource Points" are points you receive during the game while completing different tasks. Those RP can be used to buy different equipments at an armory or to use different radio calls.
You can see how much RP you have by keeping the inventory key (Default "**F**") pressed to call the inventory. It is displayed right below the XP information.

List of things that give you RP:

* capturing a base
* spotting an enemy vehicle
* selling valuables at an armory. Those are dropped with different commonness from the enemy soldiers and have also different values
* selling rare weapons (those can either be used or sold). Those are either dropped by mini-bosses or found in special crates (metallic boxes)
* destroying enemy vehicles.
* destroying mission targets such as comms truck, radar tower, prisoner bus, radio jamming tower, water tower, fuel tanks, mortars, ammunition crates, AA emplacement results in a good RP reward
* Stealing the Cargo Truck of the enemy team and bringing it back to one of your armories
* being promoted to a higher military rank
Lounge

I.D.A.: "Humanoids access bars and Lounges when they feel lonely or when they are looking for relief. Crewmembers that are not assigned to do proper work on board, will prbably visit this place. Bars and lounges increases the healing speed of the crew."

Only clones who make friends will become human. Provides health regeneration for the crew.

### Upgrades

* healthstation
* aliendetector

### Resources needed to build

* 5 Cable
* 5 Energy

### Reinforcement

* 5 Cable (Level 1)
* 5 Centrifuge (Level 2)

### Size

* 5x5 (3x3 corridor)
* 2 decks height (access to the deck above)

### Connection Points

* 8 - Cross-Junction through centre on both decks
* has service tunnel access on both decks
Mantiz (Alien)

*This article is a stub. You can help Genesis Alpha One Wiki by expanding it.*

 Alien nests: | Service tunnels

Mantiz is an insectoid-like alien from 0.5 to 1 meter long. They most likely to spawn in a pack about 5 to 8 species. Their size and attack power depends on the difficulty of the sector, debris or the planet. Even if they are not a huge problem to the crew, they could become a serious threat to the Mothership.

Mantiz that spawned from alien nest, if not seeing any crewmember, will immideatly seek for a power node and attack it. Multiple alien nests and mantizes could cause severe damage to Mothership and become the reason of modules destruction.

## Alien nests

Mantiz alien nests may spread wildly on Mothership while unattended. They are situated in service tunnels, and their parts could be not or barely visible on the corridors or modules.
Alien Research

I.D.A.: "Aliens that have been captured alive will be held in the Aliens research facility."

Aliens that have been captured alive will be held in the Aliens research facility.

### Upgrades

* workstation
* aliendetector

### Resources needed to build

* 5 Panel
* 20 Energy

### Reinforcement

* 4 Cable (Level 1)
* 4 Centrifuge (Level 2)

### Size

* 5x5 (3x3 corridor)
* 1 deck height

### Connection Points

* 3 - T-Junction through the centre
* has service tunnel access
Panic Room

I.D.A.: "Neither Genesis command, nor my system programmer Dave, have provided me with information on this module. I suggest exploring it to learn more about its concept."

The crew can use these rooms to hide from aggressive alien life forms.

### Resources needed to build

* 3 Panel
* 5 Energy

### Reinforcement

* 2 Cable (Level 1)
* 2 Centrifuge (Level 2)

### Size

* 1x1
* 1 deck height

### Connection Points

* 1 - dead end
* does not have service tunnel access
Biotank

I.D.A.: "All biomass you collect will be stored here. Make sure we always have enough biomass in stock and Biomass tanks ready. Biomass is the basic material for every cloning procedure."

Stores Biomass collected from dead life forms. Basic resource for cloning processes.

### Resources needed to build

* 3 Framework
* 5 Energy

### Reinforcement

* 2 Cable (Level 1)
* 2 Centrifuge (Level 2)

### Size

* 5x3 (3x2 corridor)
* 1 deck height

### Connection Points

* 2 - straight corridor through the long side
* has service tunnel access

## Big version

Superior Genetics and Mechanics build this bigger version of the biotank.

### Upgrades

* healing terminal
* alien detector

### Resources needed to build

* 5 Cable
* 5 Energy

### Reinforcement

* 3 Cable (Level 1)
* 3 Centrifuge (Level 2)

### Size

* 5x5 (3x3 corridor)
* 1 deck height

### Connection Points

* 3 - T-Junction through the center
* has service tunnel access
Reactor

I.D.A.: "Reactors provide the ships power. Build more reactors if the energy level is low."

Reactors are needed to power ship modules.

Produces 40 energy.

The amount of reactors you can build, can be configured at the start of a round, up to a maximum of 7.

Assigning an engineer increases output by 10% (+4).

Including starting energy of 100, 7 reactors and 7 engineers, maximum available energy is 408.

### Resources needed to build

* 5 Framework
* 2 Cable
* limit 7 (configurable)

### Reinforcement

* 4 Cable (Level 1)
* 4 Centrifuge (Level 2)

### Size

* 3x3 (2x2 corridor)
* 1 deck height

### Connection Points

* 2 - parallel and diagonal from each-other
* has service tunnel access

* Reactor building block
Cantina

I.D.A.: "The cantina is a social spot for crewmembers who are not assigned to a certain job on board."

Clones who cherish a good meal can become human. Provides health regeneration for the crew.

### Resources needed to build

* 5 Cable
* 5 Energy

### Reinforcement

* 4 Cable (Level 1)
* 4 Centrifuge (Level 2)

### Size

* 5x5 (3x3 corridor)
* 1 deck height

### Connection Points

* 3 - T-Junction through the centre
* has service tunnel access
Refinery

I.D.A.: "This is the refinery. Raw materials will be enhanced here. This process takes time. To increase refining speed, assign engineers to work in the refinery."

Needed to refine harvested raw materials.

### Resources needed to build

* 5 Framework
* 5 Energy

### Reinforcement

* 4 Cable (Level 1)
* 4 Centrifuge (Level 2)

### Size

* 3x3 (2x2 corridor)
* 1 deck height

### Connection Points

* 2 - L-Corridor - both entrances are on the right hand side

## Big version

Stahlunion and Framen build this bigger version of the refinery.

### Resources needed to build

* 5 Framework
* 10 Energy

### Reinforcement

* 4 Cable (Level 1)
* 4 Centrifuge (Level 2)

### Size

* 7x5 (4x3 corridor)
* 2 decks height (blocks the deck above)

### Connection Points

* 3 - T-Junction centered on shorter side
Rattlesnake Crescent

Bases to capture | 8

**Rattlesnake Crescent** is a desert theme assault map, where one team starts with 2 military bases while the other team defends their 6 bases from the invader.
This map is relatively vehicle intense. Combat vehicles start to lose their effectiveness in the tight roads of the urban area where they can be easily flanked.

*It can only host 2 faction matches.*

**Note:** there's an AA emplacement that must be destroyed in order to allow air-dropped support calls for the player's faction.

The map has a strong resemblance of the Battlefield 2 map Road to Jalalabad.

**Individual** **locations**: Forward HQ Alpha, Forward HQ Bravo, Outpost, Junkyard, TV Station, Bazaar, Power House, Mosque

**Vehicles available**: APCs, Jeeps, Quad, Buggy, Transport Trucks, Spawn Truck, Armory Truck, Comms Truck, Mortar Tank, Tanks, Rubber Boats
Weapons

Weapons are researched on the workshop terminal and preferred ones can be put in the weapons rack. One is available in the workshop, another one in the Harvester, an additional rack on the bridge, and a last one in the respawn chamber.

A weapon is selected as the standard defense weapon for the crew depending on the starting corporation.

Some weapons don't have tiers, and therefore don't have upgrades. This also means no weapon samples need to be harvested from dead aliens for them.
Spaceship

The **spaceship** you construct acts as your home base and the means of transportation between planets. Every ship is constructed of a variety of modules, allowing you to customize them and make them as large - or as compact - as you wish.

The ship does not move using thrust, but instead relies entirely on making "hyperjumps" using hyperdrive technology. These move the ship from one location to another, within a certain range, with no G's or inertia. This makes the shape of the ship irrelevant.
Shield

I.D.A.: "Many clusters in Alpha One are dangerous to travel to. Asteroids can penetrate our ship's hull, stars emit radiation or hostile lifeforms may beam on board. Setting up shielding modules can protect us from these hazards. Always study the galaxy map for information about cluster hazards before traveling."

Shields are needed to travel to hazardous clusters. The more shields, the better the protection.

Shilds protect against environmental hazards like solar storms or asteroids, and against raids from rogue commanders.

Assigning an engineer increases recharge rate.

### Resources needed to build

* 5 Centrifuge
* 5 Energy
* limit 4

### Reinforcement

* 4 Cable (Level 1)
* 4 Centrifuge (Level 2)

### Size

* 3x3 (2x2 corridor)
* 2 decks height (blocks the deck above)

### Connection Points

* 2 - straight corridor on one side
* has service tunnel access
Greenhouse

I.D.A.: "This is a greenhouse. The concept of cultivating plants on board of our ship is central to the Genesis project. There is no technology known to us that can effectively store or even provide a vital Biosphere for the full time of our endeavor. Different lifeforms also demand different biosphere components to survive on this ship. To compose a certain biosphere, we need special plants. Superior Genetics cloning technology is not configured for the creation or reproduction of plants. This means, that we need to protect our plants at all costs."

Creates the ship's vital biosphere.

You need to assign at least the same number of engineers as the highest tier number, a plant is, you want to grow in the module.
For example: Tier II plants need at least 2 engineers.

When delivering plants, robotniks have a chance to release aliens into the module.

Fully grown plants can spread to adjacent planters will take about 20 minutes. (only the fern and yarrefok have been tested and so far. Have not been able to replicate with other plants)

A fourth engineer has no effect besides faster planting and growing speed.

### Upgrades

* workstation
* aliendetector

### Resources needed to build

* 5 Panel
* 5 Energy

### Reinforcement

* 4 Cable (Level 1)
* 4 Centrifuge (Level 2)

### Size

* 9x9 (5x5 corridor)
* 2 decks height (blocks the deck above)

### Connection Points

* 4 - Cross-Junction through centre
* does not have service tunnel access

## Big version

Superior Genetics builds this bigger version of the greenhouse.

### Upgrades

* workstation
* aliendetector

### Resources needed to build

* 5 Panel
* 10 Energy

### Reinforcement

* 6 Cable (Level 1)
* 6 Centrifuge (Level 2)

### Size

* 13x13 (7x7 corridor)
* 2 decks height (blocks the deck above)

### Connection Points

* 4 - Cross-Junction through centre
* does not have service tunnel access

* Greenhouse building block
* Superior Genetics Greenhouse building block
* Greenhouse Terminal
Tractor Beam

I.D.A.: "The Alpha Quadrant is full of shipwrecks. Our Tractor Beam module is a fast way to acquire already refined materials. Materials will be directly moved to the ship's storage. No deposit and no refinery required."

Loots resources from ship wrecks and other space debris. The easiest way to gain already refined resources.

Alien Creatures can be spawned in on resources that are teleported in and they will either spawn on the floor or the sub floor section of the room and will attempt to leave the room and start an infestation or attack the clones working in the room.

Clones working in the room will attempt to kill any invasive creatures with their pistol (the crew will not attempt to kill sub floor spawns)

### Upgrades

* additional console
* alien detector

### Resources needed to build

* 5 Cable
* 5 Energy

### Reinforcement

* 4 Cable (Level 1)
* 4 Centrifuge (Level 2)

### Size

* 5x5 (3x3 corridor)
* 2+ deck height (blocks the deck above and all decks below)

### Connection Points

* 4 - Cross-Junction through center
* has service tunnel access

* Tractor Beam Terminal
Workshop III

I.D.A.: "This is a Workshop module. Here we research and construct weapons and defenses. You can also configure the weapon rack with your favorite selection of weapons. Assign engineers to the Workshop in order to speed up research processes."

Construct weapons and defenses here. Assign favorite weapons to the weapon rack.

Produces weapons, defenses, robots and ammunition.

Allows research of tier III weapons and defenses.

This module is two floors high.

### Upgrades

* healing terminal
* alien detector

### Resources needed to build

* 5 Centrifuge
* 5 Energy

### Reinforcement

* 4 Cable (Level 1)
* 4 Centrifuge (Level 2)

### Size

* 9x5 (5x3 corridor)
* 2 decks height (access to the deck above)

### Connection Points

* 6 - T-Junction centered on the shorter side and another T-Junction above but through the center
* has service tunnel access (on both decks)

## Other tiers

* Workshop I
* Workshop II

* Workshop Terminal
Robots

## Cargo Robots

These advanced machines carry resources from the hangar to the deposit and from there to the refinery.

They require 5 Framework to be constructed, and are built in the Workshop.

The first Robotnik in this list is available from the beginning. The plans for others can be found on Planets as site rewards.

 Robotnik W1

## Military Robots

These robots perform patrol and protective functions. They can be given commands by the player.

### Cr3-P

Small 3-legged patrol robot. Good for protecting service tunnels of the ship.

### Stahlkoloss 500

A combat robot designed by Stahl Union. While activated this machine kills all non-human lifeforms in sight.

## Other Robots

Robots that do not fit into the above categories.

### M10 Bot

Small Quadruped bot capable of entering service tunnels. Repairs damaged energy nodes within sensor range. Can be ordered similarly to Military Bots.

## Controlling robots

The Player can give order to combat robots. To do so, the player needs to be at least 4 meters away from robot, hold [Shift] and press keys 1-4:

### Control keys

* [C+1] sends robot to the closest recharge station
* [C+2] sends robot to patrol route.
* [C+3] Standby mode: Robots stays at the position it is at when ordered, also adds waypoint to patrol route. You can check current waypoints by pointing your cursor at robot and pressing [E] key.
* [C+4] orders the robot to follow Player.

### How to control robot

Combat robots will attack everything non-human at sight. However, without a designated patrol they will not move on their own and will stay at a recharge station. They can patrol a route that consists up to 3 waypoints. To do so, the player will need to set a path of waypoints intersecting the areas the player wants patrolled.

*WARNING!* Robots cannot board the Harvester and assist the player during planetary activity.
Islet of Eflen

Bases to capture | 0

**Islet of Eflen** is a small map specially designed for pure PvP without AI. The game mode is Team elimination.

On this small urban you have 3 bases. One starting base for each of both faction on each extremity of the island.
This map is meant to be played with 2 factions only. It best suits for a 8v8 to 12v12.

**Number of bases to capture**: 0 (all bases are set to be uncapturable as that is not the goal of a Team elimination match.

**Individual locations**: East Coast, Museum, Heel Quarter

**Vehicles avaiable**: Humvee, Radar Truck
Zorc

Drop items after death/during research: | Biomass, Energy cell,
X-Ray Caster weapon sample
 Alien nests: | Main rooms/hallways

Zorc is a green humanoid-like alien about 2 meters high. They attacks with two X Ray projectiles every 5-10 seconds. They are not very percise, so killing them with some long-range weapon won't be a problem. However, they may be very dangerous if you meet them in high numbers or in close quarters.

## Drop

Zorc can drop various useful items, such as: biomass, battery, X Ray Caster Fragment. Mutated Zorc will highly likely drop very useful Alien Healing fragment.

After death or during studying in Alien Lab Zorc may drop following items:

* Biomass
* Energy cell (for energy weapon)
* X Ray Caster weapon sample
* Alien Healing sample (mutated Zorc only)

## Alien nests

Zorc alien nests may spread wildly on Mothership while unattended. Zorc egg looks like thick green veins and always grows at hallways and rooms, never in service tunnels.
Genesis Alpha One

**Genesis Alpha One** is an upcoming game from Radiation Blue, billed as a combination of roguelike shooter gameplay with base building and survival elements, putting you in the role of an interstellar pioneer, working to preserve humanity's genetic legacy on a new world. Every journey in *Genesis Alpha One* begins with a huge, randomised galaxy filled with adventure and peril. Discover new planets, encounter asteroid fields, sun storms, rogue commanders and deadly cosmic spores as you explore the vastness of space. You’ll come across the wrecks of ships that have been lost to the void, and off-ship expeditions will take you to the surface of alien planets to harvest their resources.

## Story

In a near future ravaged by wars; corrupt regimes and global capitalism left unchecked have resulted in natural resource over-exploitation and pollution devastating the planet. Societies are collapsing. Supported by Earth’s remaining governments, four influential corporations initiate the Genesis program.

As the Captain of a Genesis starship, you journey into uncharted space on the ultimate mission. Build and manage a space vessel, farm resources, deal with terrifying alien infestations, clone creatures and explore a vast, randomly generated universe.

Your goal: Find new homes for humanity’s DNA and save the species from extinction.

## Features

* Unique spaceship built and customized using an intuitive interface.
* A randomly generated universe to explore and harvest for materials to use onboard your spaceship.
* Clones that form your crew - of course, you can use the cloning machines to make your own lifeforms as well...
* A dark story to experience: With each jump you make, years pass on Earth, allowing you watch wars flare and peter out, people live and die, from their ship deep in space.
* And, of course, alien infestations to battle off!
Genesis Alpha One Wiki

Welcome to *Genesis Alpha One* Wiki
the *Genesis Alpha One* compendium by the players, for the players.
We are currently maintaining 513 pages (120 articles).

Please feel free to contribute by creating new articles or expanding existing ones.

The Genesis Project

Spaceship
Modules
Gear
Clones

Exploration

Resources
Planets
Aliens

Videos

Featured images

*Genesis Alpha One* Links
Official pagePublisher

What is *Genesis Alpha One*?

Genesis Alpha One is an upcoming game from Radiation Blue, billed as a combination of roguelike shooter gameplay with base building and survival elements, putting you in the role of an interstellar pioneer, working to preserve humanity's genetic legacy on a new world...

Release date \* System requirements \* How to Play

*Genesis Alpha One* Wiki

AboutThe gameThe developersThe wiki

Help WikiGeneral HelpGetting StartedEditing pagesNew pagesMoving pagesBasic imagesLinks

Joining inRegisterCommunity / How to help

To write a new article, just enter the article title in the box below or in the search box at the top of the page.

* **Adding content**
	+ If you are unsure of what to do or how to create a page, search for a few articles on the same topic and see what they look like. You can always view the source code in a wiki and learn from what others have done.
	+ An edit doesn't have to be massive; if you feel you don't want to create whole articles, then just fixing spelling errors and broken links is enough.

Main page sections: Top · Flex · Bottom. Changes for the main page can be proposed here.
Quarters

I.D.A.: "Crew quarters. Each crew member needs a slot in one of these modules. If a crewmember is sick or feels bad, you can most likely find them here."

Living rooms for crew recreation. Clones without a quarter will become sick.

Your ships crew is limited (hard cap) to 40 Clones.

The captain does not use a cabin.

### Resources needed to build

* 5 Framework
* 3 Energy

### Reinforcement

* 4 Cable (Level 1)
* 4 Centrifuge (Level 2)

### Size

* 5x5 (3x3 corridor)
* 1 deck height

### Connection Points

* 1 - dead end
* does not have service tunnel access

* Quarters building block
Uranium

Uranium is the only travel resource available, and used by the hyperdrive module to move distances greater than 1 tile on the galaxy terminal. It is somewhat rare, however can still be found on lower danger planets. It appears as a large boulder similar to other resources, however with purple chunks embedded in it as opposed to an orange-yellow as seen in ship resources, or a light bluish teal as seen in weapon resources.
Moorland Trenches

Bases to capture | 15

**Moorland Trenches** was the first map that was released with the game. It comes with 15 different capture locations and spawn-zones, trenches in the middle and several buildings and towns. One of the largest maps in the game. It can be played with 2 factions but it's more suitable to be played with 3 factions (like in Campaign and Invasion).

**Note:** there's an AA emplacement that must be destroyed in order to allow air-dropped support calls for the player's faction.

**Individual locations**: Hospital, Mansion, Suburbs, West Farm, West Trench, East Trench, Center Trench, Ruins, West Town, East Town, Warehouse, Academy, East Farm, Hotel, Airport

**Vehicles available**: Jeeps, Quads, Spawn Trucks, Armory Truck, Transport Trucks, Cargo Trucks, Vulcan tank, Tanks, Prison Buses, Cargo Vehicle
Defenses

There are two types of defense: active and passive.

## Turret

Automatically aims and fires at hostile targets. No chance of friendly fire. After firing all ammo it will self destruct.

* Higher tiers appear to do the same damage per bullet, but fire more bullets per burst.
* Researching higher tiers also upgrades the shuttle turret.

Needs 3 sulfur to construct.

Samples can be dropped by Dekkah.

 III | 200 | 600

## Energy Barrier

Creates an energy field when placed that blocks enemies and their projectiles.

* Can be used to block corridors, crawlspaces, the shuttle ramp, etc.
* Turrets and friendlies can fire through them.

Needs 3 lithium to construct.

Samples can be dropped by Helix.

 III | 1200
Ammunition

There are 6 types of ammunition which can be constructed at the workshop terminal.
1 resource constructs 8 ammunition boxes.

## Bullets

Uses sulfur. 100 ammo per box.

Used by:

* Assault Rifle
* Minigun

## Energy Cells

Uses lithium. 60 ammo per box.

Used by:

* Laser Rifle
* X Ray Caster
* Energy Rifle

## Shells

Uses sulfur. 40 ammo per box.

Used by:

* Shotgun
* Power Shotgun

## Heavy Caliber

Uses iridium. 50 ammo per box.

Used by:

* Rifle Sa1
* MachineGun
* MiniFlak
* Acid Rifle
* Heavy Pistol

## Grenades

Uses nitre. 20 ammo per box.

Used by:

* Iron Thrower
* Acid Thrower

## Gas

Uses nitre. 200 ammo per box.

Used by:

* Flamethrower
Access

I.D.A.: "This module grants access to the service tunnels of the ship. Make sure you always have enough access points in mind when designing the ship. This will help to detect and to defend infestations."

Access to the ship's service tunnels.

### Reinforcement

* 1 Cable (Level 1)
* 1 Centrifuge (Level 2)

### Size

* 1x1
* 1 deck height

### Connection Points

* 1 - dead end
* has service tunnel access