Data Base (weapons, equipment and units) Units _0 ===== {:**}{§0} No information available.{*} Ray'Ther{:A0}{§0} He's very fast and fights at close range well, but has poor armor.{*} Gore'Ther{:B0}{§0} Deadly claws and an impenetrable front armor are characteristics of this creature. But his poor mobility and lack of rear armor are his weaknesses.{*} Dec'Ther{:C0}{§0} The fastest Scay'Ger known of on Scay-Hallwa. In battle he sprays a caustic acid in all directions, which is deadly for all within it's range.{*} Ee'Ther{:D0}{§0} One of the most unusual Scay'Ger in that he can regenerate his health in regular intervals. His method of attack is similar to the Ray'Ther, making use of sharp claws.{*} Squee'Ther{:E0}{§0} The name given to an injured Squee'Coo. Injuries make the Squee'Ther a wild and dangerous opponent, especially in close range.{*} Cy'Coo{:F0}{§0} This opponent is characterized by exceedingly tough armor that can withstand any type of ammunition. Only when he opens up to attack can he be successfully counter-attacked. But his armor also prohibits him from moving except to turn directions.{*} Pyr'Coo{:G0}{§0} The long range specialist among the Scay'Ger. He represents a dangerous combination of armor, battle strength, and speed.{*} Squee'Coo{:H0}{§0} A relative of the Pyr'Coo. He has better armor, but doesn't possess the attack strength of his cousin.{*} Tr'Yn{:I0}{§0} No data available, proceed with extra caution.{*} Al'Coo{:J0}{§0} No data available, proceed with extra caution.{*} War'Coo{:K0}{§0} Another of the long range fighters among the Scay'Ger and similar to the Cy'Coo. He carries a very powerful weapon and is simply indestructable.{*} Ray'Coo{:L0}{§0} Light distance fighter, nicknamed "the locust" (you'll see why).{*} ========= {:*1}{§0} No information available.{*} Scan Module {:A1}{§0} Returns the number of units in close proximity.{*} Long Range Scanner {:B1}{§0} Returns the number as well as the type of units in the area. The scan area is also much larger.{*} Light Stimulants {:C1}{§0} Increase the actions points by one (+1) for one round per mission.{*} Strong Stimulants {:D1}{§0} Increases the action points by two (+2) for one round per mission and maximizes the physical condition of the unit.{*} Targeting System {:E1}{§0} Doubles the accuracy of any weapon.{*} Ammo Pack{:F1}{§0} Doubles the amount of ammunition that can be carried for a weapon.{*} Jet Pack{:G1}{§0} Allows a unit to fly over walls and barriers, but uses all it's action points for a turn. The jetpack comes complete with a long range scanner so the unit doesn't accidentally land on top of enemy units.{*} Banner{:H1}{§0} Turns unit into a squad leader. Units placed within three spaces of him will improve their physical condition, along with both their offensive and defense performance.{*} Explosion Pack{:I1}{§0} For blowing up the entry tubes of the Scay'Ger.{*} Light Armor {:J1}{§0} Light frontal and rear armor for units.{*}*JP Standard Armor {:K1}{§0} Standard protection for units, defends against most heavy ammunition.{*} Attack Armor {:L1}{§0} An exceptional strong frontal armor with no back protection.{*} Heavy Armor {:M1}{§0} The strongest armor available and nearly impossible for the Ray'Ther to penetrate. It's drawback is in costing the unit one (+1) action point per turn to wear it.{*} Servo System {:N1}{§0} Increases the action points by one (+1).{*} Small Medic Kit {:O1}{§0} Heals in one point (+1) increments the unit carrying the kit, or other units next to the carrier. To heal other units the user must be directly facing the injured unit.{*} Large Medic Kit {:P1}{§0} Heals several wounds (hit points +3) of the unit carrying the kit or other units next to the carrier. To heal other units the user must be directly facing the injured unit.{*} Crowbar{:Q1}{§0} Opens jammed doors.{*} Weapons _2 ======= {:*2}{§0} No information available.{*} Light Combat Gun {:A2}{§0} -Simple weapon@ -Short range@ Low impact and firepower.{*} Advanced Combat Gun{:B2}{§0} -Light weapon@ -Below-average range@ Steel bayonet makes it useful at close range.{*} Standard Assault Rifle{:C2}{§0} -Standard weapon of choice@ -Accurate, stable, good penetration@ Steel bayonet makes it useful at close range.{*} Sniper Rifle{:D2}{§0} -Elegant, strong weapon@ -Long range@ Good firepower for most Scay'Ger.{*} Double Fire{:E2}{§0} -Double-barreled improved version of the standard assault@ -High impact@ -Cools down fast@ Good choice for defense mode-style fighting.{*} Heavy Machine Gun{:F2}{§0} -Sprays bullets@ -Long range@ -Medium impact@ Has a wide radius of fire, keep units away.{*} Rapid Fire Machine Gun{:G2}{§0} -Heavy weapon@ -Long range@ -Heavy impact@ Sweeps clear in front, or targets individual Scay'Ger.{*} Flame Thrower{:H2}{§0} -Heavy weapon@ -Very short range, limited ammo@ -Heavy impact@ Lays down a carpet of fire in mode B.{*} Mine Thrower{:I2}{§0} -Heavy weapon@ -Medium range@ -Heavy impact@ Places powerful mines in mode B.{*} Plasma Gun{:J2}{§0} -Still in the test phase@ -Heavy impact@ -Injures close units Blankets a group of units with an energy field in mode B.{*} High Energy Laser{:K2}{§0} -Exceptionally strong weapon@ -Very accurate, unlimited ammo@ -Overheats easily@ In mode B it can paralyze enemies for one turn.{*} Multi-target Destroyer{:L2}{§0} -Fires guided missiles@ -Mult-targeting capabilities@ -Injures close units@ Concentrates multiple missles on a single target in mode B.{*}