SUBJECT: ENEMIES



Here is the latest data on opponents you may run into at various Imperial installations.  Some, such as stormtroopers, you are obviously familiar with, but the updated information may still help you out of a tight scrape. Obviously there will be a few things out there that we don't have data on yet. And, I don't have to remind you that if you disable an enemy, their weapon may be added to your personal arsenal.



Imperial Troops



Stormtroopers

You know them, you hate them. The assault soldiers of Imperial power. They're not overly clever, they're armed with only a standard issue laser rifle, but they're fanatically loyal, doggedly persistent, and the Empire seems to have an endless supply of them.



Imperial Officers

The average Imperial Officer prides himself on not stooping to carrying a melee weapon, but, as you well know, their accuracy with the pistol more than compensates for this.



Imperial Commandos

These are, of course, drawn from the Officer corps, and so have the same aversion to melee weapons. Their laser rifles give them a longer range of fire than the average Officer, and their intensive physical training means they can generally move faster as well.



Mechanicals



Gun Turrets

Stationary, but capable of firing high-powered laser bolts in a complete circle.



Probe Droids

Do not be taken in by the slow floating movements of these nasty pieces of Imperial technology-their laser blasts pack as much punch as the standard rifle. These babies go out with a bang when disabled, so keep your distance when finishing them of.



Interrogation Droids

The more deadly "cousin" of the probe droid. This comes equipped not only with a stun device for "target motivation," but with a power blast for escape-minded prisoners.



Remotes

These small droids carry a relatively mild laser blast, but their speed, both in straight-out acceleration and direction change, is considerable. They're mostly a painful annoyance.



Others



Dianoga (sewer creatures)

Long thought to be figments of the imagination of drunken maintenance workers, these all-too-real predators strike swiftly from below the surface at anything that moves, so, if you're lucky enough to spot one before it sees you, stay well back and shoot fast. It also can swim submerged and come up in your face, so keep your wits about you. Remember that your shielding can't help with the dianoga!



SUBJECT: WEAPONS AND OTHER USEFUL ITEMS



You know as well as I do that the Rebellion is low on resources and most of these go straight to the front, so on this type of operation we have to scrounge what we can from the Empire. It helps, though, to know what to look for. Weapons (and the units that power them) are obvious assets, but there are other objects you might want to grab if you get the chance.



Weapons



Overview: In general all weapons fire primarily with the Ctrl key, however some weapons may have a secondary fire operated by the Z key.



Hand to Hand (1 key)

I assume you're already familiar with how this works. The good thing about a left hook is that it comes with unlimited ammo. (At least as long as you're still alive!)



Modified Bryar Pistol (2 key)

Compared to many Imperial weapons, the blaster is slow, since it's a single fire weapon. It makes up for this lack in a high degree of accuracy and a much stronger and more efficient single blast. Though, as with any laser weapon, its impact does diminish over distance. AMMO: Energy unit (1 UNIT PER FIRE)



Stormtrooper Laser Rifle (3 key)

You've been on both ends of these babies often enough, so you should know the specs. Faster than the blaster, but less accurate and - more than a bit spendy on the ammo. The rifle also has the same tendency to lose strength over distance. AMMO: Energy unit (2 UNITS PER FIRE)



Thermal Detonator (4 key)

This grenade-type weapon has two modes of detonation-the primary (CTRL key) mode explodes on impact, while the secondary mode (Z key) has a 3 second delay. The longer you hold down your firing key, the farther you will throw the detonator.



Shielding



We're listing this under weapons because its primary use is in battle. The shield we have provided you acts as protection against energy based weapons. It doesn't protect against direct physical assaults (a punch to the jaw, for instance) or falling from heights. AMMO: Shield units.

