Collectables/Blueprints

Collectable Blueprints are collectables found around the map that detail the designs of the machines the player must combat throughout the game.

Commonly found in red shipping containers(the Beachhead mission explains why), they include descriptions of there designs and weapons, and how they function in battle.

    If the player has at least one level in the Spotting Intel skill, they unlock the ability, when using binoculars, to swap into "Tech View". If they have the matching blueprint for the machine, they can look at a machine in Tech View and see all it's armor and components highlighted, labeled and with health values. Though this function does not extend to weapon scopes, it can allow the player to learn where to shoot machines to destroy their sensory equipment or a specific weapon very easily.

## **Tick**

### **Prototype**

A small machine with the ability to jump and use its sharp legs to do laceration damage. It is quick, but only has a single weak armor plate. It burns through its battery quickly and will eventually lose function if not destroyed.

**Loadout**:
Laceration jump attack

### **Military**

*Army designation: Underhållsmaskin 6 - “Myran”*
Originally developed to perform small scale repair on larger machines, the Tick, or Myran, was adopted as a small anti-infantry combat unit used to flush out entrenched or interior-hiding combatants, including a version carrying a high explosive.

**Loadout**:
Laceration jump attack
Self-detonating explosive

### **FNIX**

According to the blueprint, this is an updated version of the Tick with more advanced armor plating.
It also indicates that a rigging has been setup to possibly attach some kind of syringe-like probe, but it isn't visibly present in the blueprint.

**Loadout**:
Laceration jump attack
Self-detonating explosive

### **Apocalypse**

According to the digital blueprint, this is the latest iteration of the Underhållmaskin 6 ("Myran"). It uses radiological, biological and chemical weapons that have been retrofitted very recently onto the existing, mass-produced "Military" Class machines. Due to the nature of its armament, this machine is able to deal extreme damage to targets, and even cause damage over time. The blueprint also indicated that it has the capacity for even more advanced sensory equipment.

**Loadout:** "Stinger"
Neurotoxin melee attack
Self-detonating explosive

## **Seeker**

### **Prototype**

A small airborne machine that does not seem to have any combat capability, but highly advanced sensory equipment.
It is poorly armored and easily killed, but can call for reinforcements when it detects any threats. You can prevent its alarm from going off by targeting the alarm component at the top.

### **Military**

*Army designation: Spaningsmaskin 22 - "Korpen"*
A small airborne machine developed by the army for reconnaissance, using highly advanced sensory equipment.
It is poorly armored and easily killed, but can call for reinforcements when it detects any threats. You can prevent its alarm from going off by targeting the alarm component at the top.

### **FNIX**

According to the blueprint, this updated version of the Seeker is fitted with even more advanced sensory equipment, including some sort of X-Ray device, to detect threats even through barriers and walls.

## **Runner**

### **Prototype**

A medium-sized machine often encountered in groups, the Runner is quick and persistent.
This prototype version lacks much armor, making it more vulnerable, especially to the exposed parts such as its head and top-mounted fuel cell. It has a powerful melee jump attack that can knock you off your feet.

**Loadout**:
Submachine gun
Melee jump attack

### **Military**

*Army designation: Stridsmaskin 30 - "Järven"*
A medium-sized machine often encountered in groups, the Runner is quick and persistent.
This army-produced version comes in two loadout variants, one with a submachine gun, the other with a shotgun for massive damage up close. Both with armor plating protecting its exposed parts such as its head and top-mounted fuel cell. It has a powerful melee jump attack that can knock you off your feet.

**Loadout**:
Submachine gun
Shotgun
Melee jump attack

### **FNIX**

According to the blueprint, this upgraded version of the Runner has advanced hardened armor plating and may also come in a third loadout version with a shoulder-mounted self-propelled grenade launcher.

**Loadout**:
Submachine gun
Shotgun
RPG
Melee jump attack

### **Apocalypse**

According to the digital blueprint, this is the latest iteration of the Stridsmaskin 30 ("Järven"). It uses radiological, biological and chemical weapons that have been retrofitted very recently onto the existing mass-produced "Military" Class machines. Due to the nature of its armament, this machine is able to deal extreme damage to targets, and even cause damage over time. This blueprint also indicates that it has the capacity for even more advanced sensory equipment.

**Loadout:** "Viper"
Contaminated submachine gun
Melee jump attack

## **Hunter**

### **Prototype**

A large-sized bipedal enemy with strong defensive and offensive capabilities.
The Hunter often attack in packs, move swiftly but relatively silently in most terrains and provides a great challenge in any situation.
The standard medium caliber silenced machine gun version is sometimes mixed up with an additional shoulder mounted gas grenade launcher, to incapacitate combatants.
Even if you manage to disable its ranged weaponry, the pneumatic blade combined with it's exceptional speed and agility makes the Hunter extremely deadly even in melee situations.

**Loadout**:
Machine gun
Gas grenade launcher
Pneumatic blade

### **Military**

*Army designation: Jaktmaskin 60 - "Ulven"*
A large-sized bipedal enemy intended by the army for use in search-and-destroy operations.
The Hunter often attack in packs, move swiftly but relatively silently in most terrains and provides a great challenge in any situation.
The army version has added armor plating, as well as the opportunity to carry either a shoulder mounted high caliber sniper rifle, or a back mounted container for deployment of Ticks.
Even if you manage to disable its ranged weaponry, the pneumatic blade combined with it's exceptional speed and agility makes the Hunter extremely deadly even in melee situations.

**Loadout**:
Machine gun
Gas grenade launcher
Sniper rifle
Tick deployment
Pneumatic blade

### **FNIX**

This upgraded version of the Hunter has all the loadouts of the Army version, with enhanced metal alloy for stronger armor plating as well as switching out the machine gun armament with a high-velocity flechette-based shotgun.
This advanced piece of weaponry fires a burst of explosive flechette shells that stick to any surface before exploding, more than often knocking foes to the ground.

**Loadout**:
Explosive flechette shotgun
Sniper Rifle
Tick Deployment
Pneumatic blade

### **Apocalypse**

According to the digital blueprint, this is the latest iteration of the Jaktmaskin 60 - "Ulven". It uses radiological, biological and chemical weapons that have been retrofitted very recently onto the existing, mass-produced "Military" Class machines. Due to the nature of its armament, this machine is able to deal extreme damage to targets, and even cause damage over time. The blueprint also indicates that it has the capacity for even more advanced sensory equipment.

**Loadout:** "Scourger"
Radiated blade
"Stinger" Tick deployment
Flamethrower
Cluster grenade launcher

## **Tank**

### **Prototype**

A very large bipedal enemy that is heavily armored and armed. While they mostly roam alone and can not venture into forests or other similarly dense areas or spaces, they are still very formidable foes and should only be attacked with great preparation or high damage weaponry.
The prototype version can be armed with combinations of high caliber machine guns, missile barrage pods or a heavy duty sniper rifle.
By the blueprints it looks like the most vulnerable components are heavily shielded from the front, but might be easier to hit from the rear.
In event of close encounters, the Tank can either perform a deadly stomp which will knock one to the ground, or use a 360 degree concussion pulse to push its enemies away and often to the ground, depending on how close you were.

**Loadout**:
High caliber machine gun
Sniper rifle
Missiles
Melee stomp
Concussion pulse

### **Military**

*Army designation: Stridsmaskin 90 - "Resen"*
A very large bipedal enemy that is heavily armored and armed. While they mostly roam alone and can not venture into forests or other similarly dense areas or spaces, they are still very formidable foes and should only be attacked with great preparation or high damage weaponry.
The army version has stronger armor and may come fitted with a long range mortar. The army has also outfitted the Tank with Tick deployment pods and a close range gas release for crowd control.
By the blueprints it looks like the most vulnerable components are heavily shielded from the front, but might be easier to hit from the rear.
In event of close encounters, the Tank can either perform a deadly stomp which will knock one to the ground, or use a 360 degree concussion pulse to push its enemies away and often to the ground, depending on how close you was.

**Loadout**:
High caliber machine gun
Sniper rifle
Missiles
Mortar barrage
Tick deployment
Gas release
Melee stomp
Concussion pulse

### **FNIX**

This upgraded version of the Tank has stronger metal alloy armor plating in addition to a greater loadout capacity, allowing a larger set of armament combinations.
The blueprints also indicate that it has the capacity for more advanced sensory equipment.

**Loadout**:
High caliber machine gun
Sniper rifle
Missiles
Mortar barrage
Tick deployment
Gas release
Melee stomp
Concussion pulse

### **Apocalypse**

According to the digital blueprint, this is the latest iteration of the Stridsmaskin 90 ("Resen"). It uses radiological, biological and chemical weapons that have been retrofitted very recently onto the existing, mass-produced "Military" Class machines. Due to the nature of its armament, this machine is able to deal extreme damage to targets, and even cause damage over time. The blueprint also indicated that it has the capacity for even more advanced sensory equipment.

**Loadout:** "Annihilator"
"Stinger" Tick deployment
Melee stomp
Wall of flames
Incendiary machine gun
Anti-personnel cluster mine launcher

### Reaper

According to the digital blueprint, this iteration of the Stridsmaskin 90 seemed to have been completed by FNIX itself; it is likely shortly before the Cataclysm happened, FNIX took over and started overhauling an unfinished top secret prototype project taking place in the secret FOA 2 facility near the Norrmyra base. FOA 2 had come up with the code name for that prototype of a beefed-up Tank: "Liemannen" (Swedish for "the Grim Reaper"). It is unconfirmed that the NBC- type weapons were added as part of FNIX's overhaul, as they are similar to the Apocalypse Class machines.

It uses radiological, biological and chemical weapons just like the Apocalypse class machines utilize but also comes equipped with special shield emitters that negate all form of damage while active and also utilizes a very powerful, custom crafted thermobaric weapon when posed with a major threat. The blueprint also indicates that the shield emitters require a lot of energy to use and cannot be maintained while the machine is routing power to its offensive capabilities.

**Loadout "Cataclysm"**

"Stinger/FNIX" Tick deployment

Shockwave stomp

Biochemical gas

Radiated missiles

Incendiary machine gun

Anti-weapons shield

Thermobaric explosion

## **Harvester**

### **Prototype**

A very large quadruped enemy that is very heavily armored. The Harvester is fitted with a system for resource extraction, but also has supply pods capable of transporting advanced equipment that could be scavenged if the Harvester is destroyed.
It's offensive capabilities are limited but the armor and defensive posture makes it a very difficult enemy to destroy even from the rear. Harvesters are almost always covered by an escort of smaller machines.
The Harvester keeps foes at bay using missile barrage pods, but can also deal with nearby enemies using a concussion pulse, gas release or a melee stomp attack.

**Loadout**:
Missiles
Concussion pulse
Gas release
Melee stomp

### **Military**

*Army designation: Ingenjörsmaskin 80 - "Oxen"*
Designed by the army for a variety of uses including troop transport, medical extraction, supply drops and resource extraction, the Harvester is a slow but very heavily armored machine.
Its supply pods have the possibility to yield advanced military equipment that could be scavenged if the Harvester is destroyed. It's offensive capabilities are limited but the armor and defensive posture makes it a very difficult enemy to destroy even from the rear.
Harvesters are almost always covered by an escort of smaller machines. The Harvester keeps foes at bay using missile barrage pods, but can also deal with nearby enemies using a concussion pulse, gas release or a melee stomp attack.

**Loadout**:
Missiles
Concussion pulse
Gas release
Melee stomp

### **FNIX**

This upgraded version of the Harvester has stronger metal alloy armor plating making it even more difficult to take down. In addition it is fitted with the ability to carry Hunter deployment pods, together with all the other armament loadouts.

**Loadout**:
Missiles
Concussion pulse
Gas release
Hunter deployment
Melee stomp

### **Apocalypse**

According to the digital blueprint, this is the latest iteration of the Ingenjormaskin 80-("Oxen"). It uses radiological, biological and chemical weapons that have been retrofitted very recently onto the existing, mass-produced "Military" Class machines. Due to the nature pf its armament, this machine is able to deal extreme damage to targets, and even cause damage over time. The blueprint also indicates that it has the capacity for even more advanced sensory equipment.

**Loadout**: "Defiler"
"Stinger" Tick deployment
Melee stomp
Biochemical gas
Radiated Missiles

## Soviet Machines: Lynx

### **Scout**

The grunt unit of the Soviet Military, it typically moves in groups of 4 and can quickly create strategies based on the flow of battle. Lynxes can travel on all sorts of terrains due to their large gyroscope, a unique locomotion technology responsible for their swift and unpredictable movement. The sphere is protected by two prominent steel railings as well as other pieces of armor plating.

Two rear-mounted diesel engines supply the Lynx’s horsepower while a front-facing sensory organ provides environmental and tactical information.

The Scout model can be recognized by its military green camo and is equipped with retractable saw blades for melee combat as well as a burst assault rifle mounted on top of the chassis.

**Loadout:**

Burst assault rifle

Sawblade

*Coordinates: -2953.6, -1966.0*

### **Soldier**

This machine typically moves in groups of 4 and can quickly create strategies based on the flow of battle. Lynxes can travel on all sorts of terrains due to their large gyroscope, a unique locomotion technology responsible for their swift and unpredictable movement. The sphere is protected by two prominent steel railings as well as other pieces of armor plating.

Two rear-mounted diesel engines supply the Lynx’s horsepower while a front-facing sensory organ provides environmental and tactical information.

The Soldier version is recognizable by its distinctive yellow camo, frontal grids protecting the sphere, and reinforced armor for the engines. In addition to the regular Scout’s loadout, this model comes equipped with a grenade launcher, which can be deadly at medium range.

**Loadout:**

Burst assault rifle

Grenade launcher

Sawblade

*Coordinates: -2470.4, -1848.0*

### **Spetznaz**

This machine typically moves in groups of 4 and can quickly create strategies based on the flow of battle. Lynxes can travel on all sorts of terrains due to their large gyroscope, a unique locomotion technology responsible for their swift and unpredictable movement. The sphere is protected by two prominent steel railings as well as other pieces of armor plating.

Two rear-mounted diesel engines supply the Lynx’s horsepower while a front-facing sensory organ provides environmental and tactical information.

The special forces unit sports a classic winter camo and a sphere with chains to move on snowy grounds. Its loadout includes all the weapons equipped on other models, but the addition of a fearsome flamethrower as well as reinforced armor plating makes this particular version a force to be reckoned with.

Loadout:

Burst assault rifle

Grenade launcher

Flamethrower

Sawblade

*Coordinates: -1543.7, -3374.7*

## Soviet Machines: Wolf

### **Scout**

Designed to transport and deploy infantry machines of the Soviet Military, the Wolf is often utilized during the first stages of an invasion. However, as a result of its remarkable loadouts, this machine is a mighty opponent in its own right: a missile launcher on each side of the body, toxic gas attack and a menacing Gatling gun provide the offensive power necessary to deal with enemies at all kinds of ranges.

In ‘tank mode’, Wolf machines travel alone carrying 4 Lynxes of the same class packed in their hollow body. After deploying the Lynxes, the Wolf may transition to ‘assault mode’, a stance of increased mobility which exposes the deadly Gatling gun, but also most of the machine’s vital organs.

The Scout model can be recognized by its military green camo.

Loadout:

Missile launcher

Toxic gas dispersal

Lynx-unit deployment

Gatling gun

*Coordinates: -1560.5, -4144.7*

### **Soldier**

Designed to transport and deploy infantry machines of the Soviet Military, the Wolf is often utilized during the first stages of an invasion. Howevber, as a result of its remarkable loadouts, this machine is a mighty opponent in its own right: a missile launcher on each side of the body, toxic gas attack and a menacing Gatling gun provide the offensive power necessary to deal with enemies at all kinds of ranges.

In ‘tank mode’, Wolf machines travel alone carrying 4 Lynxes of the same class packed in their hollow body. After deploying the Lynxes, the Wolf may transition to ‘assault mode’, a stance of increased mobility which exposes the deadly Gatling gun, but also most of the machine’s vital organs.

The Soldier version is recognizable by its dstinctive yellow camo and reinforced armor plating that protects its head and legs. In addition to the regular loadout, this model comes equpped with a recovery field, an innovative nano-technology that can heal the Wolf and the units it deployed.

Loadout:

Missile launcher

Toxic gas dispersal

Lynx-unit deployment

Gatling gun

Nanotech recovery field

*Coordinates: -1667.6, -2816.0*

### **Spetznaz**

Designed to transport and deploy infantry machines of the Soviet Military, the Wolf is often utilized during the first stages of an invasion. Howevber, as a result of its remarkable loadouts, this machine is a mighty opponent in its own right: a missile launcher on each side of the body, toxic gas attack and a menacing Gatling gun provide the offensive power necessary to deal with enemies at all kinds of ranges.

In ‘tank mode’, Wolf machines travel alone carrying 4 Lynxes of the same class packed in their hollow body. After deploying the Lynxes, the Wolf may transition to ‘assault mode’, a stance of increased mobility which exposes the deadly Gatling gun, but also most of the machine’s vital organs.

The special forces unit sports a classic winter camo and heavily reinforced armor. Its loadout includes all the weapons equipped on other models, with the addition of a charged shock pulse, a weapon that inflicts high electric damage to nearby enemies, and cluster mines, a short-range, but highly damaging explosive.

Loadout:

Missile launcher

Toxic gas dispersal

Lynx-unit deployment

Gatling gun

Nanotech recovery field

Cluster mines

Charged shock pulse

*Coordinates: -583.3, -4008.7*

## **Trivia**

* As of the September 2023 update, Tech View is bugged. It does not highlight components if Tech View is turned on while the player is looking down the binoculars. However, if Tech View is already activated from a previous time looking down the binoculars, and the player looks down the binoculars, components are highlighted as expected. This means players can fix the bug by simply closing the binoculars and opening them again.
	+ Additionally, if Tech View is activated on binoculars and then the player swaps to a scoped weapon, looking through the scope will show components highlighted as if they were looking through their binoculars.