He's very fast and fights at close range well, but has poor armor.{*}
Gore'Ther{:B0}{º0}
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}{º0}
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}{º0}
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}{º0}
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}{º0}
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}{º0}
The long range specialist among the Scay'Ger. He represents a dangerous combination of armor, battle strength, and speed.{*}
Squee'Coo{:H0}{º0}
A relative of the Pyr'Coo. He has better armor, but doesn't possess the attack strength of his cousin.{*}
Tr'Yn{:I0}{º0}
No data available, proceed with extra caution.{*}
Al'Coo{:J0}{º0}
No data available, proceed with extra caution.{*}
War'Coo{:K0}{º0}
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}{º0}
Light distance fighter, nicknamed "the locust" (you'll see why).{*}
=========
{:*1}{º0}
No information available.{*}
Scan Module {:A1}{º0}
Returns the number of units in close proximity.{*}
Long Range Scanner {:B1}{º0}
Returns the number as well as the type of units in the area. The scan area is also much larger.{*}
Light Stimulants {:C1}{º0}
Increase the actions points by one (+1) for one round per mission.{*}
Strong Stimulants {:D1}{º0}
Increases the action points by two (+2) for one round per mission and maximizes the physical condition of the unit.{*}
Targeting System {:E1}{º0}
Doubles the accuracy of any weapon.{*}
Ammo Pack{:F1}{º0}
Doubles the amount of ammunition that can be carried for a weapon.{*}
Jet Pack{:G1}{º0}
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}{º0}
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}{º0}
For blowing up the entry tubes of the Scay'Ger.{*}
Light Armor {:J1}{º0}
Light frontal and rear armor for units.{*}*JP
Standard Armor {:K1}{º0}
Standard protection for units, defends against most heavy ammunition.{*}
Attack Armor {:L1}{º0}
An exceptional strong frontal armor with no back protection.{*}
Heavy Armor {:M1}{º0}
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}{º0}
Increases the action points by one (+1).{*}
Small Medic Kit {:O1}{º0}
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}{º0}
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}{º0}
Opens jammed doors.{*}
Weapons _2
=======
{:*2}{º0}
No information available.{*}
Light Combat Gun {:A2}{º0}
-Simple weapon@
-Short range@
Low impact and firepower.{*}
Advanced Combat Gun{:B2}{º0}
-Light weapon@
-Below-average range@
Steel bayonet makes it useful at close range.{*}
Standard Assault Rifle{:C2}{º0}
-Standard weapon of choice@
-Accurate, stable, good penetration@
Steel bayonet makes it useful at close range.{*}
Sniper Rifle{:D2}{º0}
-Elegant, strong weapon@
-Long range@
Good firepower for most Scay'Ger.{*}
Double Fire{:E2}{º0}
-Double-barreled improved version of the standard assault@
-High impact@
-Cools down fast@
Good choice for defense mode-style fighting.{*}
Heavy Machine Gun{:F2}{º0}
-Sprays bullets@
-Long range@
-Medium impact@
Has a wide radius of fire, keep units away.{*}
Rapid Fire Machine Gun{:G2}{º0}
-Heavy weapon@
-Long range@
-Heavy impact@
Sweeps clear in front, or targets individual Scay'Ger.{*}
Flame Thrower{:H2}{º0}
-Heavy weapon@
-Very short range, limited ammo@
-Heavy impact@
Lays down a carpet of fire in mode B.{*}
Mine Thrower{:I2}{º0}
-Heavy weapon@
-Medium range@
-Heavy impact@
Places powerful mines in mode B.{*}
Plasma Gun{:J2}{º0}
-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}{º0}
-Exceptionally strong weapon@
-Very accurate, unlimited ammo@
-Overheats easily@
In mode B it can paralyze enemies for one turn.{*}
Multi-target Destroyer{:L2}{º0}
-Fires guided missiles@
-Mult-targeting capabilities@
-Injures close units@
Concentrates multiple missles on a single target in mode B.{*}