Battlezone 98 Redux

Battlezone 98 Redux

62 ratings
Burns' Rebellion
File Size
30.654 MB
Jul 25, 2016 @ 9:46am
Aug 7, 2016 @ 8:51pm
16 Change Notes ( view )

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Burns' Rebellion

Grand Prize Winner - Battlezone 98 Redux Mod Competition

Congratulations, Lieutenant, you've been selected for participation in Project Pedigree!

Live a story only hinted at in the Battlezone II campaigns and manual! As the Bio-Metal Wars raged on, a rising star of the NSDF, Dr. Armond Braddock, was tasked with developing a weapon to bring the conflict to an end. Under his direction, Project Pedigree focused on fusing the Bio-Metal into the very flesh of the NSDF's best- members of the Black Dog Squadron. This is a story of the super-soldiers that resulted.

  • Two fully fledged, story driven, lua-powered instant action missions with a combined 20 interwoven mission objectives: Part I: Transduction, and Part II: Liberators
  • In-game cinematics
  • Original, hand sculpted terrains built to emulate the style of stock Battlezone
  • 14 new skins and unit configurations for a new faction: Pedigree-EXperimental Black Dogs (“The PEX”). PEX units do not overwrite any stock BZR assets.
  • 256 tweaked unit voice messages
  • Advanced base-building custom AI
  • Custom cheat codes (Try CTRL+SHIFT+CRICKET !)

  • 11 weapons new to BZR:
  • ARC Lance – Successor to the Bolt Buddy and progenitor to the Scion ARC Cannon, this low rate of fire cannon unleashes a slew of lightning bolts at your enemy.
  • Plasma Bolt – Concentrated superheated plasma does wonders to an enemy craft.
  • Ion Flechette – A prototype to the Scion Ion Gun, this cannon has much in common with its BZ2 cousin.
  • Spine Cannon – An early prototype that would later become the Scion Fang and Quill, this weapon fires a spread of high-velocity Bio-Metal spines that pierce enemy craft.
  • Flash Gun– A lighter, more ammo efficient version of the original flash. Great for slicing away at enemies.
  • Acid Mortar – Personally developed by Braddock himself, this mortar sprays corrosive acid when deployed. Best to steer clear of the cloud!
  • Plasmathrower – Developed alongside the Plasma Bolt, this mortar weapon launches a stream of superheated anti-Bio-Metal plasma in an arc. It is extremely destructive at close range, especially against stationary or slow moving targets.
  • Stinger Battery – Like many P-EX weapons, the Singer Battery is heavily based on Chthonian tech. This weapon fires a swarm of homing missiles at an enemy craft.
  • FAF Missile – A low power, low ammo requirement homing missile that automatically locks on to the nearest heat source.
  • Seeker Mine – This mine doesn't wait for you to come to it, it deploys a modified WASP Seeker that hunts down and detonates on craft that stray too near.
  • Vaulter Device – A short lived mine that unleashes a high-powered pulse of magnetic energy. This pulse sends all nearby ships in motion. While it is most commonly used as a “superjump” to scale steep terrain quickly or escape enemy fire, it can also be used in a pinch to deflect incoming ordinance or disrupt enemy battlefield formations.

Please post any bugs, suggestions, criticisms, hopes or desires.

Part II has been released! Subscribe, rate, and maybe favorite for more!

1. Hit the "Subscribe" button
2. Launch BZR, go into "Single Player"
3. Select "Instant Action"
4. Select "Burns' Rebellion Part I: Transduction" or "Burns' Rebellion Part II: Liberators"
5. Launch!

Fair Warning:
These maps can be relatively long and difficult for some! Settle in for something of a challenge and save often!

Update 080416, version 1.2:
-Weapon tweaks
-Objective tweaks to Burns' Rebellion Part II make them more robust
-Abandoned CCA buildings are now more friendly once you get to know them
-Fixed cost of the ARC Lance
-Bug fixes

Coming Soon™:
Burns' Rebellion Part III: Exodus
Now coming sooner than ever before!
-Voice overs for parts I, II, and III
-18+ new unit textures
-New tileset textures
-A new HUD

Special thanks to all those who report bugs, you know who you are!
< >
nostalgic_console_peasant Mar 8 @ 10:21am 
any news on part 3 please and thanks
SnowPig Feb 24 @ 6:23am 
Do you plan on making any mods for Battlezone Combat Commander?
SnowPig Feb 15 @ 12:42pm 
How's part 3 comming along?
23-Down Feb 4 @ 5:14am 
Bug: In mission 2 I land in my tank on it's backside therefore I can't eject the tank nor do anything else for that matter.

In mission1 I spawned apparently inside a building and was stuck in mid air hit box wise. But I managed eject and enter one of my ai tanks.
ZeDoktor935 Dec 12, 2017 @ 9:02am 
@[NY]Λlphα™ , you can simply tell it to pick you up! And i know, I'm really excited for BZCC Coming out, making me want to finish Burns Rebellion before it comes out. That'd be really cool lol.
✪ [NY]Λlphα™ Dec 7, 2017 @ 12:28pm 
@thomasmferrell how can you control the APC ?O_o'

And BZ2 Combat Commander is coming back also ;) it'll be from Rebellion again :)
ZeDoktor935 Dec 7, 2017 @ 10:25am 
I have a bug to report. On mission 1, the game fails you if you pilot the APC carrying Burns yourself. (I do this because the AI APC's are slow and can't evade for dick). You're reported being "killed in action."
Major Cooke Oct 21, 2017 @ 7:19pm 
I'm not quite sure what you mean by custom cheats being ctrl + shift + cricket...
✪ [NY]Λlphα™ Aug 20, 2017 @ 5:57pm 
Even though, this is a reeeeally great mods for BZ2 Fans that are waiting a BZ2 Redux (like me :steamhappy:) it happens to have BZ2 Weapons with BZ2 skins-like for each ship.

Thanks for all the amazing work, but still, i hope that BZ2 will get a Redux edition because the BZ98 AI and scrapmetal scavenging style are litterally the worse compared to the BZ2 ones ^^
✪ [NY]Λlphα™ Aug 20, 2017 @ 5:57pm 
Mmmmh, there is a bug, i don't know how it is happening.
It's in the Part I when you destroy the CCA Recycler and the CCA Factory there is a cinematic that launches. And it is there that the bug happens.

First :It might be because the cinematic have been skiped too fast, so maybe the ennemy ships don't spawn in front of Burns' Base and it is not destroyed, it still asks to take up Burns with an APC, you can do it, but the objectives will get stucks and you won't be able to continue the mission.

Second :It might be because you have died first because you didn't take Burns in time, and then you realize that it would be smart to construct Gun Towers in front of Burns' Base, where the ennemies spawn, to destroy them when they spawn in the cinematic (i accompagned Gun Towers with simple Turrets)

It's either one of these that causes a bug where you cannot continue the mission, and the objective says that you have to get an APC to Burns even when Burns has already been took up by one.