Agent Hernandez

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Agent Hernandez: Dawn of Tomorrow is the sequel to Agent Diaz: The Last Hours of Purity, following the titular agent Hernandez on a rescue mission after losing contact with Diaz. Agent Hernandez features several significant gameplay changes from Diaz, such as a return to bullet pool-based reloading over Agent Diaz's magazine-based system, multiple characters with differing attributes and starting weapons, a "quick melee" system, and much more. As the project has never been officially released outside of beta test builds, all of the information below is here primarily for archival purposes.

Hernandez Stats

  • Name: Hernandez (has no knowledge of his first or middle name)
  • Age: 28
  • Sex: Male
  • Ethnicity: Hispanic
  • Birthplace: [Unknown]
  • Height: 6'2"
  • Weight: 165 lbs.
  • Employer: Research Crime Prevention Agency (RCPA)
  • RCPA rank: Agent

Alternate Player Classes

Olivia Diaz

Diaz was rescued by Hernandez almost 3/4 through his mission. Battered and bruised, Diaz found most of her weapons to be useless, save for her P50 9mm pistol. She's somewhat quicker than Hernandez, but lacks the starting ammo. Her melee attack is a forward kick, and her pistol isn't silenced.

Mercedes Cortes

The mission operator for RCPA, was unfortunately murdered before she could kick any ass, but that doesn't mean you can't play as her! Mercedes comes equipped with a 4-shot Derringer, and her melee attack is a slap that does little damage but is quick. She's the Fragile Speedster - she is the fastest of any class.

Alejandro Molinero

The tank. Molinero distinguishes himself with a pearl-handled Marteba revolver, in which he can curiously load 9mm ammunition and still have the same stopping power as the .454 Casull variant(?!?). His melee attack is a left jab that does the same raw damage as Hernandez's knife.

Secret Player Classes

These characters were only selectable from the Player Setup menu.

Weasel

I'm a guest star on my own album, y'all biscuitheads!

The Agent

The Agent from the TREES series by Kirra/Cannon Productions. While planned, the character was never implemented in any form.

Weapons

Melee Weapons

Characters in Agent Hernandez start with their own melee weapons, with attacks bound to alternate fire. The ability to use melee attacks with any weapon equipped is identical to that of Agent Diaz, but unlike Agent Diaz, these melee weapons are not selectable by themselves and are instead treated as a "quick attack".

Tactical Knife

This knife is accessible with any weapon's alternate fire button. Hernandez studied many CQB techniques used by Navy SEALs, Spetsnaz, and other special force outfits, many of them placing emphasis on having the combat knife within easy access while wielding any weapon. Hernandez can unsheath the knife quickly, slash or stab (at random), then resheath and ready his weapon again in record time.

Steel Toed Combat Boots

The transition to Deimos stripped Agent Diaz of most of her weapons and equipment (most of it was not equipped to be molecularly deconstructed and reconstructed), but of the few things that survived, her outfit was one of them. Diaz's preferred outfit includes a leather jacket, fingerless gloves, cargo pants, and heavy boots. These boots stand up to anything, provide more spring to one's step, and most importantly, hurt a hell of a lot more when one of them hits some poor soul in the face. Diaz's kick does more damage overall than Hernandez's knife, but is slightly slower, and Diaz cannot run while kicking. The kick is accessible with any weapon's alternate fire button, and replaces the Knife while playing as Diaz.

Makoto Arms SWARB (Strategically Weighted Anti-Riot Baton)

The SWARB is a riot-control weapon consisting of a metal rod (a combination of lead and steel) coated in a carbon and plastic shell. As its acronym suggests, the baton is weighted in strategic places to ensure the best possible swing, the most painful (but not lethal) impact, and the quickest recovery time. Director Molinero prefers this as his backup weapon, as its impact doesn't tend to kill things on the first strike (though it can still be lethal for subsequent blows). The baton does slightly less damage than Hernandez's knife, but is slightly faster. It replaces the knife when playing as Molinero.

Feminine Self-Defense Technique

When a woman needs to resort to violence to put men in their place, or when she just needs to get what she wants, she employs the time-honored tradition of a good, hard slap to the face. Cortes, not being a field agent or combatant of any sort, neglected to put any time into learning a proper martial art, and when it...somehow?...came time for her to fight off an entire invasion of possessed and corrupted humanoids on Deimos, she was left with nothing but a flat, rigid palm and years of failed relationships. Slapping enemies is the quickest melee attack between the various player classes, and does about the same damage as Molinero's riot baton. The slap attack replaces the knife when playing as Cortes.

Riot Response Subdual Mode

Agent Hernandez's gloves can be modified with a special electrical output device that can be used to subdue unruly suspects...or knock out demons. Hernandez took his cues from the CQC style developed in the 1950's by "The Boss", and opts to wield his knife while RRSM is active. As a result, melee attacks made while RRSM is selected will be faster. (This also applies to Diaz's boot and other such melee weapons.) The RRSM's battery is not entirely limitless, however; excessive discharging will deplete its auto-charging power supply until it has a chance to recover. You can still try to jab at enemies with it, but they will not be zapped, and the attack is less damaging.

  • This weapon is shared between all classes.

Pistols

Characters in Agent Hernandez start with a unique sidearm that uses standard pistol ammunition, as well as being able to pick up the Type 919 auto-pistol.

Judgment Mark II Pistol

Hernandez's personal favorite sidearm, this has been fitted with a silencer for purposes of this mission. While the first Judgments off the assembly line were chambered for a special 8x22mm anti-personnel round, the Mark II was designed more for infiltration missions where an agent could not carry a lot of ammunition, so it was rechambered to take the 9x19mm pistol round instead.

Kurdd & Schaumers P50 Pistol

The "little 9mm that could" makes a return, as Diaz managed to keep hers in the transition to Deimos. Unfortunately, she lost most of the ammo for it - Diaz only starts the game with one spare clip. Unlike Hernandez's sidearm, the P50 is not silenced, but is slightly faster and more powerful.

Marteba SULACO Custom Revolver

RCPA standards dictate that there is no standard-issued equipment for ranking officers and operators. If an officer feels that they need to be equipped with a sidearm, they may place a special order through their requisition department. Director Molinero, of course, opted to keep a sidearm after being granted the post as RCPA Director. The Marteba SULACO is a special variant of the Marteba M2042 that accepts 9x19mm pistol ammunition, but the trick is in the mechanism; whether by black magic or sheer engineering genius, the SULACO somehow packs almost the same raw power as the M2042's .50 Action Express. Lord only knows how they managed it - but the Director sure isn't complaining.

Makoto Arms Type C3 Derringer

A modern take on an (in)famous old Western piece, the C3 is a four-shot, break-action derringer that accepts 9x19mm rounds. The C3 was designed for two things: low price and a common ammo type. According to critics, they succeeded...but only on those two points. The derringer's ammo type is among the most common available, even on the colonies, but the fact that the weapon is so cheap raises warning flags for gun enthusiasts the world over. The Type C3 is so cheaply built that it quite literally cannot hit the broad side of a barn at 30 meters, and if it did, the bullet would not be able to penetrate it even if it were made of 1/4" balsa wood. That said, the derringer makes a great self-defense weapon for those who have no idea how a gun works, thanks to its simple 1911-style grip safety and break-action reloading. Cortes, however, doesn't have the patience to constantly be sliding fresh 9mm's into the chamber, so she carries innumerable derringers with her. When reloading, Cortes simply drops the gun and grabs another from hammerspace. When dryfired, Cortes throws the empty derringer at whatever happens to be in front of her. Skilled gun-chuckers can kill zombies from a fair distance away - almost doing more damage than a bullet, under the right circumstances.

Taurus .357 Pocket Magnum (x2)

The .357 Magnum is a powerful bullet, taking almost the same dimensions as the .38 Special used by so many police officers. Taurus, a company specializing in powerful handguns, designed the Pocket Magnum to have the power of the .357 slug, but the form factor of the classic Colt Police Positive. Weasel, being a big fan of revolvers, packs hundreds of them in his favorite leather jacket, and not caring to reload them constantly, just grabs another pair when they run empty.

Walther P99

Much mystery surrounds this as-of-yet unimplemented weapon, even though it is based on a real firearm.

  • This weapon was intended to be the starting sidearm for the Agent, the protagonist of Kirra/Cannon Productions "TREES" series of movies.

Makoto Arms Type 919 Automatic Pistol

This weapon's name is a slight misnomer - the Type 919 (named for its ammunition, 9x19mm) technically classifies as a machine pistol. Following something of a tradition for this weapon's lead designer, the Type 919 was designed to be low-cost, as an alternative to more expensive sub-machine guns. Unfortunately, the usual issues arise - the autopistol is exceedingly unreliable, tending to jam at any semblance of stress (reputedly, one user managed to jam his 919 by sneezing on it). Makoto's technicians noticed this, but rather than waste more money improving the design, their engineers simply redesigned the magazine to take 33 rounds, under the believe that 3 was a lucky number. This weapon's chief problem is spent shell casings lodging in the slide mechanism. The most efficient way of clearing said jam is to hit the slide from the side, as hard as possible (though this won't always work on the first try). If your autopistol jams, start clicking the Fire button repeatedly to attempt to clear the jam. Your melee attack is still a valid option if the gun is jammed, but you will not be able to reload while a jam is in effect.

  • As mentioned above, this weapon can be picked up by all characters and operates identically between them.

Shotguns

Midgrais Tactical Defense HUNTER Shotgun

The HUNTER takes its cues from civilian shotguns, with an easy-to-use tube magazine, pump action, and comfortable stock. The paramilitary deployment of HUNTERs sent to Deimos are adjusted for CQB, with a shorter barrel and less padding on the stock. Some paramilitaries complain that the reduced padding makes the gun's recoil too difficult to compensate for, but the savings of one whole inch in length is deemed to be "worth it".

Automatics

LX-5 Assault Rifle

This 5.56mm assault rifle was receiving its first deployment along with a fresh team of SRT's on Deimos, after successfully field-testing on Earth during the third Gulf conflict. Based loosely on the H&K G3, but with a heavier emphasis on ease of use. First-time users of this weapon are reputed to have learned it so quickly that their sergeants mistakenly assumed that they had already been certified.

TMF1 "Leadspitter"

An extremely unorthodox design of a weapon, the Leadspitter technically qualifies as an anti-vehicle weapon despite its extremely tiny 3x44mm ammunition. The bullet more closely resembles a needle than a traditional cartridge-based round. The Leadspitter works by creating a perfect seal, keeping the ammunition and firing mechanism safe from the elements. However, the mere act of firing the weapon for more than a few seconds generates amazing heat within the "magazine". While the ammunition itself is unaffected by the heat, this does make the spent shell casings red hot upon ejection, to the point where at least one test ended by an errant shell casing setting fire to the grass. When reloading, the barrel and firing mechanism are discarded with the empty magazine, as the intense heat wears them down quickly.

Rifles

SL-14 Marksman's Rifle

Not strictly considered a "sniper's rifle", the SL-14 is nonetheless in the top of its class as far as accuracy and dependability, mostly on account of its inherent simplicity. The SL-14 has no magazine; every shot must be loaded individually into the bolt. The SL-14 takes 30.06 rifle ammunition, giving it unprecedented stopping power, but also limiting the amount of available ammunition, as the 30.06 round was deemed "too large" for use as an anti-personnel bullet by the Terrestrial Armament Standards Coalition (TASC) in 2120. To use the rifle, click Fire once to zoom in with the scope, then click Fire again to fire the weapon. Alternate fire will zoom back out, or if you are not zoomed in, it will instead use your melee attack.

Launchers

In Flux At The Moment

What you currently see in the wad as the Shotput Grenade Launcher will eventually become the Mass Driver. Unfortunately I didn't bother finishing it up in time. So enjoy your explosives while they last - they're getting retooled soon!

  • "The Shotput Grenade Launcher really, really sucks (ammo's broken, too much damage, too easy to kill yourself with) so it's going to be replaced, using the same graphics, as this mod's superweapon: a high powered Mass Driver. Remember The Stranger's anti-tank rifle? Kind of like that...but more awesome. I hope." - wildweasel's comment regarding the Shotput Grenade Launcher in the Agent Hernandez ZDoom Forums topic

Secret Weapons

Agent Hernandez was intended to have secret (possibly cheat-only) weapons that were normally not accessible in-game. Although these weapons had been planned from the beginning of the mod's development, no progress had been made in implementing them.

Dual Knives

Knifes that aren't added yet. You carry two. Possible throwing action?

Repulsion Glove

Adds the ability to manually reflect projectiles with your glove. Alternate fire is a single kick, a pseudo-tribute to The Stranger.

Golden Gun

Golden version of the Judgment Pistol. Does very high damage, but only as three shots. Must be manually reloaded after each shot. Obviously, has no silencer.

Arc Welder

From the old version of Diaz, a sniper-type weapon that deals massive damage. It has seven shots, and might fire a projectile instead of the rail trail it did in ww-diaz.

FG-42 Paratrooper Rifle

It has often been said that, if Hitler hadn't tried to fight both fronts at once, his Germany would have won the War on sheer technological prowess alone. The Fallschirmjagergevehr 42 could fire 7.92x57mm ammunition at 900 rounds per minute, a feat typically reserved for heavier mounted machineguns, as opposed to handheld rifles. The FG-42 served well as a paratrooper rifle in the second World War. Now, though, it's been rotting away in the depths of Hell for nearly 200 years - while it still shoots, it's not the most reliable weapon and tends to jam. You can find the FG-42 on certain Nazis in Doom 2's secret levels (but not yet as I haven't even got the graphics for them yet!).