1 LANGUAGE // 1 is Windows Country Code for US English
BEGIN

  "usewinfont", "no"
  "englishname", "English"

// Fonts
  "f_large", "Arial"
  "f_larges", "25"
  "f_med", "Arial"
  "f_meds", "13"
  "f_small", "Arial"
  "f_smalls", "10"
  "f_smallb", "Arial"
  "f_smallbs", "10"

// Status bar button
  "sb_sentry",  "Sentry: Stationary unless attacked"
  "sb_control",	"Control: Player control only"
  "sb_flee",    "Fast: Enables/disables fast walking"
  "sb_info",    "Info: Display mission objectives information"
  "sb_defense", "Defensive: Defensive attack mode"
  "sb_attack",  "Attack: Normal attack mode"
  "sb_beserk",	"Beserk: Berserk attack mode"
  "sb_quit",    "Quit: Quit current mission"
  "sb_group",	"Group: Turn group mode on and off"
  "sb_menu",	"Menu: Pop up game menu"

// First name
  "fn1", "John"
  "fn2", "Bret"
  "fn3", "Frank"
  "fn4", "James"
  "fn5", "Scott"
  "fn6", "Ted"
  "fn7", "Phillip"
  "fn8", "Jack"
  "fn9", "Mark"
  "fn10", "Bill"
  "fn11", "Roger"
  "fn12", "Robert"
  "fn13", "Arnold"
  "fn14", "Greg"
  "fn15", "Charles"
  "fn16", "David"
  "fn17", "Nick"
  "fn18", "Brad"
  "fn19", "Richard"

// Last name
  "ln1", "Abramson"
  "ln2", "Makenzie"
  "ln3", "Johnson"
  "ln4", "Smith"
  "ln5", "Hoffmeyer"
  "ln6", "Whitfield"
  "ln7", "Jennings"
  "ln8", "Thomas"
  "ln9", "Morris"
  "ln10", "Benford"
  "ln11", "Chandler"
  "ln12", "Mayhew"
  "ln13", "Lewis"
  "ln14", "Jackson"
  "ln15", "Williams"
  "ln16", "Ratcliffe"
  "ln17", "Drake"
  "ln18", "Nelson"
  "ln19", "Lefevre"
  "ln20", "Macaran"
  "ln21", "Huxley"
  "ln22", "Owens"
  "ln23", "Parsons"
  "ln24", "Rydell"
  "ln25", "Selvage"
  "ln26", "Turner"
  "ln27", "Neuman"
  "ln28", "Heidrick"
  "ln29", "Gray"
  "ln30", "Lewis"

// rank
  "rank1", "2nd Lt."
  "rank2", "1st Lt."
  "rank3", "Capt."
  "rank4", "Major"
  "rank5", "Colonel"

// Main menu screen
  "me_108th",    "Mayhem: 108th Mechanized"
  "me_edf9000",  "UNIT INFORMATION SYSTEM EDF-9000  Version 3.21  Revision 6"
  "me_menu",     "Menu"
  "me_new",      "New Game"
  "me_continue", "Continue Game"
  "me_editor",   "Level Editor"
  "me_credit",   "Game Credits"
  "me_register", "Language" //"Register Game"
  "me_exit",     "Exit Game"
  "me_replay",   "Replay Intro"

// Main hall screen
  "mh_repair",   "Robotics Lab"
  "mh_armory",   "Armory"
  "mh_brief",    "Briefing Room"
  "mh_quarters", "Quarters"
  "mh_menu",     "Main Menu"
  "mh_exit",     "Exit"

// Briefing Room screen
  "br_hall", "Main Hall"
  "br_object", "Mission Objectives"
  "br_begin", "Begin Mission"

// Armory screen
  "arm_buy", "Buy or Sell Equipment"

// Buysell panel
  "buy_purch", "Purchase"
  "buy_sell", "Sell"
  "buy_credit", "Credits"
  "buy_cost", "Cost"
  "buy_info", "Information"
  "buy_exp", "Experience"
  "buy_power", "Power"
  "buy_qty", "Quantity"
  "buy_strength", "Strength"
  "buy_damage", "Damage"
  "buy_rounds", "Rounds"
  "buy_na", "N/A"

// Robot Panel
  "ro_item", "ITEM"
  "ro_credit", "CREDITS"
  "capacity", "Capacity"
  "power", "Power"
  "shield", "Shield"
  "armor", "Armor"

// Buttons
  "b_prev", "PREV"
  "b_next", "NEXT"
  "b_buy", "BUY"
  "b_sell", "SELL"
  "b_done", "DONE"
  "b_power", "POWER"
  "b_armor", "ARMOR"
  "b_shield", "SHIELD"

// Save and load screen
  "entername", "Enter game name to save"
  "loadgame", "Enter game name to load"
  "savegame", "Save Game"
  "load", "Load"
  "replace", "Replace"

// Objective viewing screen
  "obj_mission", "Mission"

// Credits
  "ben", "Benjamin Cooley"
  "jong", "Jong-Beum Yoon"

  "art", "Concept Art"
  "alex", "Alexandru Toader"
  "eric", "Eric Simmons"

  "robert", "Robert Loiseau"
  "young", "Young Chung"
  "jared", "Jared Updike"
  "steve", "Stephen Blinick"
  "david", "David Graham"
  "ian", "Ian Segal"
  "john", "John Sommer"
  "produce", "Produced and Directed by"
  "co-prod", "Co-Producer"
  "pixelart", "Pixel Art"
  "3dmodel", "3D Modeling"
  "leadprog", "Lead Programer"
  "program", "Programmers"
  "matt", "Matthew Collins"
  "charles", "Charles Doty"
  "dan", "Dan Lyons"
  "cintest", "Cinematix Testing"
  "karl", "Karl Rhoda"

  "cinspec", "Special Thanks"
  "sherwood", "Andy Shewood"
  "btucker", "Brian Tucker"
  "mfisher", "Mike Fisher"
  "woo", "Je Hwa Woo"
  "han", "Dong Ho Han"
  "lee", "Myung Ho Lee"
  "slee", "Seung Hyo Lee"
  "gil", "Kil Joo Kuk"
  "solee", "Seung Ok Lee"
  "hee", "Hee Jung Yoo"
  "jfoote", "James Foote"

  "domprod", "Managing Producer - Domark"
  "mmiller", "Matt Miller"
  "domltest", "Testing Director - Domark"
  "pgelber", "Philip B. Gelber"
  "domtest", "Testing - Domark"
  "pbaker", "Phillip Baker"
  "dlee", "Dave Lee"
  "domspec", "Special Thanks - Domark"
  "dpool", "James Poole"
  "theboz", "Colin Boswell"
  "lifelike", "Lifelike Productions"
  "digins", "Digital Insight"

  "vidseq", "Video Sequences"
  "create", "Creat Studios"

  "crprod", "Producer - Creat"
  "crprod1", "Daniel Prousline"
  "crexpr", "Executive Producer - Creat"
  "crexpr1", "Anton Petrov"
  "crartdir", "Art Director - Creat"
  "crartdir1", "Dmitriy Kholodov"
  "crprdir", "Production Designer - Creat"
  "crprdir1", "Vladimir Alexandrov"
  "cr3d", "3D Design and Modeling - Creat"
  "cr3d1", "Yuriy Chernish, Sergey Boginskiy,  Andrei Petrov"
  "cr3d2", "Dmitriy Kholodov, Avenir Sniatkov"
  "cranim", "Animator - Creat"
  "cranim1", "Avenir Sniatkov"
  "crpostpr", "Post Production - Creat"
  "crpostpr1", "Yuriy Chernish"
  "crtechas", "Technical Assistance - Creat"
  "crtechas1", "Natalia Meilounas, Andrei Iones"

  "sound", "Sound Provided by"
  "hmi", "Human Machine Interface"
  "windir", "WinDirect Graphics System"
  "scitech", "SciTech Software, Inc."

// Panel stuff
  "pan_menu", "Game Menu"
  "pan_op", "Game Options"
  "pan_obj", "Mission Objectives"
  "pan_comp", "Mission Complete"
  "pan_fail", "Mission Failed"
  "pan_dropkey", "Failsafe Was Lost"
  "pan_quit", "Game Quit"
  "pan_objective", "Objective"
  "pan_completed", "Completed"
  "pan_gameover", "Game Over"

// Loading Screen
  "loading", "Loading Mission %d"
  "wait", "Please wait..."

// Options
  "op_high",  "High     "
  "op_low",   "Low      "
  "op_blank", "         "
  "op_on",    "On       "
  "op_off",   "Off      "
  "op_easy",  "Easy     "
  "op_medium","Medium   "
  "op_diffic","Difficult"

  "op_vol", "Music Volume: "
  "op_qual", "Music Quality: "
  "op_sound", "Effects Volume: "
  "op_diff", "Game Difficulty: "
  "op_invul", "Invulnerability: "
  "op_accu", "Weapons Accuracy: "
  "op_kor", "Korean Version: "

  "objcomp", "completed"
  "objfail", "failed"
  "health", "Health"
  "shield", "Shield"
  "power", "Power"
  "armor", "Armor"
  "mechs", "Mechs"

  "nowea", "No weapon currently selected"
  "curwea", "Current Weapon"
  "dumpan", "Empty Dummy Panels"

  "useitem", "Usable Item"

  "ammo", "Ammo"
  "dmg", "Dmg"
  "left", "Left"

  "weapon",	"Weapon"
  "acc", "Acc"
  "cycle", "Cycle"

  "misscomp", "Mission completed!"
  "objleft", "objectives left for this mission"

// Mission complete panel
  "mc_mstat", "Mission Stats"
  "mc_num", "Num"
  "mc_experience", "Experience"
  "mc_exp", "Exp"
  "mc_credit", "Credits"
  "mc_newtech", "New Technology"

  "mc_objcomp", "Objectives Completed"
  "mc_tech", "Technology Retrieved"
  "mc_mech", "Mechs Eliminated"
  "mc_resource", "Resources Retrieved"
  "mc_lost", "Personnel Lost"
  "mc_tstat", "Team Stats"
  "mc_status", "Status"
  "mc_promo", "Promoted"
  "mc_killed", "K.I.A."
  "mc_ok", "OK"
  "mc_recruit", "Recruit"
  "mc_total", "Total"
  "mc_prevmiss", "Prev. Mission"
  "mc_prevexp", "Prev.Exp"
  "mc_earned", "Earned"
  "mc_nextrecruit", "Next Recruit at %d"

//////////////////////////////////////////////////////////////
// Weapon
  "wp_laser", "Laser Rifle"
  "wp_grenade", "Gren. Laun."
  "wp_plasma", "Plasma Gun"
  "wp_mini", "Mini Gun"
  "wp_rocket", "Rocket Laun."

 //ammo
  "am_glasrco", "Green Laser Module"
  "am_blasrco", "Blue Laser Module"
  "am_ylasrco", "Yellow Laser Module"
  "am_rlasrco", "Red Laser Module"

// Grenade Launcher ammo
  "gr_he", "HE Grenades"
  "gr_plasma", "Plasma Grenades"
  "gr_disrup", "Disruptor Grenades"
  "gr_ap", "AP Grenades"

// Plasma Gun ammo
  "pl_he", "HE Plasma"
  "pl_randon", "Radon Plasma"
  "pl_em", "EM Plasma"
  "pl_react", "Reactive Plasma"

// Mini Gun ammo
  "mi_lead", "Lead Tip Shells"
  "mi_ur", "Depleted Uranium Shells"
  "mi_exp", "Explosive Shells"
  "mi_disrup", "Disruptor Shells"

// Rocket Launcher ammo
  "ro_he", "HE Rocket"
  "ro_plasm", "Plasma Rocket"
  "ro_disrup", "Disruptor Rocket"
  "ro_ap", "AP Rocket"

// Items
  "it_shape", "Shaped Charge"
  "it_shape_ammo", "Shaped Charge Ammo"
  "it_proxi_mine", "Proximity Mine"
  "it_proxi_mine_ammo", "Proximity Mine Ammo"
  "it_rem_bomb", "Remote Bomb"
  "it_rem_bomb_ammo", "Bomb Ammo"
  "it_conI", "Mech Controller"
  "it_conII", "Advanced Controller"
  "it_invdev", "Invizo Device"
  "it_invul", "Invulnerability"
  "it_mdetect", "Mine Detector"
  "it_aiscr", "AI Scrambler"
  "it_medkit", "Med Kit"
  "it_bat", "Battery"

  "it_detonate", "Bomb Detonator"

  "it_yellow_key", "Yellow Key"
  "it_red_key", "Red Key"
  "it_blue_key", "Blue Key"
  "it_green_key", "Green Key"


//***********************
//*      short name     *
//***********************
// Weapon
  "s_wp_laser", "Laser Rifle"
  "s_wp_grenade", "Gren Launch"
  "s_wp_plasma", "Plasma Gun"
  "s_wp_mini", "Mini Gun"
  "s_wp_rocket", "Rocket Laun"

 //ammo
  "s_am_glasrco", "Green Laser Coil"
  "s_am_blasrco", "Blue Laser Coil"
  "s_am_ylasrco", "Yellow Laser Coil"
  "s_am_rlasrco", "Red Laser Coil"

// Grenade Launcher ammo
  "s_gr_he", "HE Grenades"
  "s_gr_plasma", "Plasma Grenades"
  "s_gr_disrup", "Disruptor Grenades"
  "s_gr_ap", "AP Grenades"

// Plasma Gun ammo
  "s_pl_he", "HE Plasma"
  "s_pl_randon", "Radon Plasma"
  "s_pl_em", "EM Plasma"
  "s_pl_react", "Reactive Plasma"

// Mini Gun ammo
  "s_mi_lead", "Lead Tipped Shells"
  "s_mi_ur", "Depleted Uranium Shells"
  "s_mi_exp", "Explosive Shells"
  "s_mi_disrup", "Disruptor Shells"

// Rocket Launcher ammo
  "s_ro_he", "HE Rocket"
  "s_ro_plasm", "Plasma Rocket"
  "s_ro_disrup", "Disruptor Rocket"
  "s_ro_ap", "AP Rocket"

// Items
  "s_it_shape", "Shaped Charge"
  "s_it_shape_ammo", "Shap Ch Ammo"
  "s_it_proxi_mine", "Proximity Mine"
  "s_it_proxi_mine_ammo", "Proximity Mine Ammo"
  "s_it_rem_bomb", "Remote Bomb"
  "s_it_rem_bomb_ammo", "Remote Bomb Ammo"
  "s_it_conI", "Robot Controller"
  "s_it_conII", "Advanced Controller"
  "s_it_invdev", "Invizo Device"
  "s_it_invul", "Invulnerability Device"
  "s_it_mdetect", "Mine Detector"
  "s_it_aiscr", "A.I. Scrambler"
  "s_it_medkit", "Med Kit"
  "s_it_bat", "Battery"
  "s_it_detonate", "Bomb Detonator"

  "s_it_yellow_key", "Yellow Key"
  "s_it_red_key", "Red Key"
  "s_it_blue_key", "Blue Key"
  "s_it_green_key", "Green Key"

  "it_cred1", "Iron"
  "it_cred2", "Composites"
  "it_cred3", "Titanium"
  "it_cred4", "Gold"
  "it_cred5", "Plutonium"

  "it_power1", "Ion Field"
  "it_power2", "Pulse Ion"
  "it_power3", "Poly-Ionic"
  "it_power4", "Quantum Phase"
  "it_power5", "Quantum Plasma"

  "it_shield1", "Inductive"
  "it_shield2", "Polyphase"
  "it_shield3", "Muon/Deutron"
  "it_shield4", "Pulse Quanta"
  "it_shield5", "Phased Quanta"

  "it_armor1", "Titanium/Steel"
  "it_armor2", "Steel/Admant"
  "it_armor3", "Steel/Composite"
  "it_armor4", "Admant/Polyphase"
  "it_armor5", "Poly-Composite"

  "pwrabr1", "Ion Field"
  "pwrabr2", "Pulse Ion"
  "pwrabr3", "Poly-Ion"
  "pwrabr4", "Qtm Phase"
  "pwrabr5", "Qtm Plasma"

  "shlabr1", "Inductive"
  "shlabr2", "Polyphase"
  "shlabr3", "Muon/Deut"
  "shlabr4", "Pulse Qta"
  "shlabr5", "Phase Qta"

  "armabr1", "Titanium/Steel"
  "armabr2", "Steel/Adm"
  "armabr3", "Steel/Comp"
  "armabr4", "Adm/Poly"
  "armabr5", "Poly-Comp"

 // Game messages
  "gmsg_nopower", "%s is out of power"
  "gmsg_hurtbad", "%s is seriously injured"
  "gmsg_killed", "%s has been killed"
  "gmsg_persuade", "%s will now temporarily follow you"
  "gmsg_inviso", "%s is now invisible"
  "gmsg_invuln", "%s is now invulnerable"
  "gmsg_pshift", "%s is now phase shifted"
  "gmsg_control", "%s will now temporarily fight on your side"
  "gmsg_aiscram", "%s's AI system is temporarily scrambled"
  "gmsg_gotitem", "%s has recovered: %s"
  "gmsg_toomany", "%s has too many items in inventory"
  "gmsg_exityn", "Exit Game? (Y/N)"
  "gmsg_endyn", "End Mission? (Y/N)"

 // Network stuff
  "net_msg:", "Message: %s"
  "net_reenter", "Player %s has reentered the game"
  "net_stimeout", "Timed out waiting for other players"
  "net_left", "Player %s has left the game"
  "net_hostleft", "Host has Left the Game"
  "net_synclost", "Netplay resync: was unable to resend %d messages, %d total lost"
  "net_restore", "Player %s has just been ressurected"
  "net_green", "Green"
  "net_yellow", "Yellow"
  "net_purple", "Purple"
  "net_blue", "Blue"
  "net_red", "Red"
  "net_newsess", "Create New Session"
  "net_plyr", "%s - Color %s"
  "net_chsprv", "Choose a Network Provider"
  "net_sesscr", "Session screen"
  "net_prvinfo", "Wecome to the MAYHEM Direct Play network startup wizard."\
	 "To begin the network version of MAYHEM, you will need to select the"\
	 " direct play provider, the game session, and enter your own name and nickname."
  "net_selprv", "Please select the Direct Play provider from the list below."
  "net_back", "<Back"
  "net_next", "Next>"
  "net_cancel", "Cancel"
  "net_sesinfo", "Please select the session you wish to join,"\
	 " or select 'Create New Session' to create your own session."
  "net_avlses",	"Available sessions"
  "net_nameinfo", "Now enter the name of your player."\
	 "  Try to pick a short name such as 'Shadow', or 'Viper'"
  "net_entname", "Enter your name"
  "net_misinfo", "Select the mission and the type of game for this Net MAYHEM session below."
  "net_selmis", "Select a mission"
  "net_selgtype", "Select game type"
  "net_coop", "Cooperative - Fight together against robots"
  "net_death", "Deathmatch - Every mech for himself"
  "net_dlimdesc", "Game ends after"
  "net_dlmin", "Minutes"
  "net_dlkill", "Kills"
  "net_capt", "Capture Flag - Colored teams guard flags"
  "net_uenemy", "Show enemy robots in game"
  "net_whatmis", "Mission:"
  "net_selcolor", "Select your color (or team for capture flag)"
  "net_whatplyrs", "Players in this Session"
  "net_msgdisp", "Messages"
  "net_sendbtn", "Send"
  "net_playbtn", "Play"
  "net_noprov", "Can't open provider!\n"
  "net_badname", "You must enter a valid name"
  "net_sessstr", "%s's Session"
  "net_nosess", "Unable to create session!"
  "net_noplyr", "Unable to create player!"
  "net_noopensess", "Unable to open session!"
  "net_sessfull", "Unable to create player.  This session may already be full!"
  "net_twoplyrs", "You need at least two players to begin the game."
  "net_noinit", "Can't initialize network"
  "net_nowin31", "Net Mayhem can only be played in Windows 95"
  "net_zeroprov", "No Providers"
  "net_defname", "Name"
  "net_nickname", "Nickname"
  "net_load", "Loading Network Mission..."
  "net_plswait", "PLEASE WAIT"
  "net_dmmscore", "Score: kills %d killed %d  Time Left: %d:%02d"
  "net_dmkscore", "Score: kills %d killed %d  Kills Left: %d"
  "net_cfscore", "Score: Kills %d, been killed %d, teams %d"
  "net_beenshot", "You've just been smoked by %s"
  "net_youshot", "You've just wasted %s"
  "net_theyshot", "%s has just been bumped off by %s"
  "net_fool", "Great.. you've just gone and snuffed yourself.."
  "net_bigdie1", "You're Toast"
  "net_bigdie2", "You're History"
  "net_bigdie3", "You're Dead Meat"
  "net_bigdie4", "You're Scrap Metal"
  "net_teamout1", "Green Team Eliminated"
  "net_teamout2", "Yellow Team Eliminated"
  "net_teamout3", "Purple Team Eliminated"
  "net_teamout4", "Blue Team Eliminated"
  "net_teamout5", "Red Team Eliminated"

  "netc_statp", "Stats"
  "netc_killed", "KILLED"
  "netc_killers", "KILLERS"
  "netc_total", "TOTAL"
  "netc_statdesc", "Network Game Scores.."

 // Sound config stuff
  "sound_card", "Sound Card"
  "sound_irq", "IRQ"
  "sound_port", "Port"
  "sound_dma", "DMA"
  "sound_ok", "Ok"
  "sound_cancel", "Cancel"

 // Robots
  "c_2nd", "2nd Leiutenant"
  "c_1st", "1st Leiutenant"
  "c_capt", "Captain"
  "c_maj", "Major"
  "c_col", "Colonel"

  "c_gol", "Golem"
  "c_sk", "Skate"
  "c_tur", "Turret"
  "c_tnk", "Tank"
  "c_wlk", "Walker"
  "c_lng", "Longhead"
  "c_ovr", "Overlord"
  "c_bble", "Bomb"
  "c_craw", "Craw"
  "c_enf", "Enforcer"

  "it_grasskey1", "Solomon Failsafe"
  "it_grasskey2", "Solomon Failsafe"
  "it_grasskey3", "Solomon Failsafe"
  "it_grasskey4", "Solomon Failsafe"

  "it_desertkey1", "Vallence Failsafe"
  "it_desertkey2", "Vallence Failsafe"
  "it_desertkey3", "Vallence Failsafe"

  "it_snowkey1", "Arapol Failsafe"
  "it_snowkey2", "Arapol Failsafe"
  "it_snowkey3", "Arapol Failsafe"

  "it_junglekey1", "Planetary Failsafe"
  "it_junglekey2", "Planetary Failsafe"
  "it_junglekey3", "Planetary Failsafe"
  "it_junglekey4", "Planetary Failsafe"
  "it_junglekey5", "Planetary Failsafe"

  // Object descriptions..

"wp_laser_d", "The A-24 laser rifle is an accurate weapon that can be used for both "\
"close in combat, and aimed distance shots.  It has a fast regeneration "\
"cycle, and packs a heavy punch that should penetrate the shields of "\
"any enemy mechs with only a few solid hits."

"am_glasrco_d", "The LA-1 green neon laser module produces a short burst of laser energy "\
"adequate to penetrate the shields of most of the light security mechs.  It "\
"is not as effective, however, on more heavily armored or shielded models."

"am_blasrco_d", "The LA-2 blue plasma laser module uses plasma loopback technology to "\
"enhance the power output of the basic neon laser.  This technology increases "\
"the effective strength of the laser to take on more heavily armored mechs."

"am_ylasrco_d", "The LA-3 yellow argon laser uses a new supercooled argon/neon coil to "\
"increase the performance of the basic green neon coil.  The result is "\
"a burst of energy that can eliminate small mechs in a single shot, and "\
"larger mechs in a few short bursts."

"am_rlasrco_d", "The red beam of the LA-4 is the ultimate in laser technology.  This beam "\
"is produced using an enhanced infrared multiplier prism which geometrically "\
"increases burst power as more energy is applied.  The resulting red beam is "\
"effective on even the most heavily armored mechs."

"wp_grenade_d", "The M-2 grenade launcher should be held in reserve for situations in "\
"which the enemy are collected in a small area, or a light barrier bars the "\
"way of your team.   The grenades that arm the launcher are rather expensive, "\
" and the explosions will damage both friend and foe."

"gr_he_d", "The HE grenade pack uses standard high explosive TNT shells, and has "\
"an effective blast radius of about 5 meters.  HE Grenades are effective against "\
"most medium armored mechs."

"gr_plasma_d", "Each plasma grenade contains a small modified plasma coil which is "\
"set to superheat on impact.  The resulting blast has a radius of about 10 meters, "\
"and is highly effective against medium armor, and moderately effective against heavy "\
"armor."

"gr_disrup_d", "Disruptor grenades contain highly volatile disruption anomalies which are "\
"released on impact.  The resulting explosion has a blast of about 15 meters, and is "\
"effective against even heavily armored mechs."

"gr_ap_d", "AP grenades were designed to penetrate the shield and armor of the heaviest "\
"mechs.  The forward tip of the AP grenade is actually a shaped phase explosive, which "\
"allows it to quickly penetrate the strongest shields and thickest armor."

"wp_mini_d", "The AF-2 mini gun is a good close range weapon.  Though the damage caused "\
"by an individual slug is minimal, a constant stream of lead will soon be enough "\
"to defeat any enemy shield and armor."

"mi_lead_d", "The MA-1 lead tipped shell pack contains 100 rounds of standard lead slug "\
"mini gun shells.  Lead tipped shells are good against light to medium armored mechs."

"mi_ur_d", "The MA-2 depleted uranium shell pack contains 100 rounds of depleted uranium "\
"slug shells.  Due to their larger atomic weight, and consequently greater "\
"momentum, DU shells are highly effective against light and medium mechs."

"mi_exp_d", "The MA-3 explosive shells pack contains 100 rounds of explosive tipped mini "\
"gun shells.  The explosives contained in the shell tip were specifically designed "\
"to penetrate mech armor, and are effective against even heavy mechs."

"mi_disrup_d", "The 100 shells in MA-4 disruptor shell pack each contain a small "\
"disruption anomaly which, upon release, creates a small realspace matrix discontinuity. "\
"A mini gun equipped with disruptor shells can easily destroy the heaviest of mechs."

"wp_plasma_d", "The XP-4 plasma discharge rifle fires bursts of "\
"deuterium plasma heated to 1.3 million degrees Celsius.  A direct hit "\
"will vaporize an unshielded target, and severely sear a shielded one. "\
"Plasma fire however is slow and can be easily evaded."

"pl_he_d", "The AP-HE plasma coil releases a high energy HEAT plasma bolt which reacts"\
"explosively with the shields and armor of the target on contact.  The HE plasma coil "\
"is effective against light to medium armored mechs."

"pl_randon_d", "AP-R radon plasma coils take advantage of the pulse/wave effect of highly "\
"energized radon atoms to generate a superheated blue radon plasma release.  Radon coils "\
"are very effective against medium armored mechs, and somewhat effective against heavy mechs."

"pl_em_d", "AP-EM (electro-magnetic) plasma coils are simply HEAT plasma coils with a "\
"highly efficient EM coil container.  This allows the HEAT plasma to be superheated to "\
"twice its normal temperature.  EM coils are effective against even heavy mechs."

"pl_react_d", "The AP-X reactive plasma coil was designed to take advantage of the natural "\
"reflection effect of Lithium plasma.  When the superheated lithium fireball hits a target "\
"it is immediately reflected towards all other targets behind the original target."

"wp_rocket_d", "The L-9 rocket launger is the preferred weapon for backup fire support.  It is "\
"most commonly used as a defensive weapon, where a mech will remain posted in a rear"\
"guard.  The L-9 can also be used like shaped charges to penetrate walls."

"ro_he_d", "The XR-HE high explosive rocket pack contains 4 standard TNT based high explosive "\
"rockets.  The HE rockets have a radius of about 10 meters, and are effective against medium "\
"armored mechs, and somewhat effective against heavy mechs."

"ro_plasm_d", "The XR-P plasma rocket pack contains 4 rockets with pulse/wave plama based "\
"explosive warheads.  The high energy radon atoms generate a large superheated explosion "\
"which creates a blast of about 15 meters, and is effective even against heavy mechs."

"ro_disrup_d", "The XR-DIS disruptor rocket pack contains 4 rockets with disruptor anomaly "\
"explosive warheads.  The XR-DIS creates violent disruption "\
"in the real space matrix, generating a 20 meter blast.  Disruptor "\
"rockets are highly effective against heavy mechs."

"ro_ap_d", "The XR-AP armor piercing rocket uses a combination of the plasma and disruptor "\
"type warheads to generate an effective armor piercing blast.  The "\
"blast extends 25 meters, and will devastate any mech unlucky "\
"enough to be caught within it."

"it_proxi_mine_d", "The APM-12 proximity mine is used to set traps for enemy mechs.  All one need do is "\
"drop the APM-12 on the floor, then attract the robot's attention and convince it to "\
"follow you past the mine."

"it_rem_bomb_d", "APM-24's are remotely activated explosive devices, and "\
"are used most effectively to clear hallways and large rooms of "\
"mechs.  Just lay a couple down, then detonate them with the trigger device."

"it_shape_d", "The SC-32 my be used as a weapon.  However, its true use is as a device to blow "\
"open entrances to buildings or hidden rooms.  Just side up next to a concrete "\
"wall, activate the device, then take cover as the 15 second timer counts down."

"it_bat_d", "The standard issue BX-7 recharge pack holds almost 19.5 K-joules of stored "\
"energy.  When released, it should always be adequate to replenish 100% of "\
"your main system power.  It is recommended each soldier be equipped with at least "\
"one or two of these each mission."

"it_medkit_d", "The standard issue MK-2 repair kit uses advanced nano-technology to restore a "\
"soldiers armor systems to good working order.  This process mends warped and "\
"buckled plates, and will also refresh the soldiers biological systems."

"it_aiscr_d", "The A.I. Scrambler allows a soldier to cause temporary confusion in the nearest "\
"mech, causing its movement and firing to become erratic.  Be aware, however, that the "\
"mech will continue to fire, though its shots will not be aimed."

"it_conI_d", "The mech controller our labs have developed allows a soldier to bring a mech "\
"temporarily over to our side.  After activation, the closest mech to the soldier "\
"will begin to respond to the soldiers commands, following him wherever he moves."

"it_conII_d", "The advanced controller is an improved version of the original controller, which "\
"allows the soldier to not only control the movement of an enemy mech, but direct its fire "\
"as well.  The effect of the controller lasts approximately two minutes."

"it_invdev_d", "The inviso device affords the soldier which is equipped with it temporary concealment "\
"from any enemy mech.  While the device is active, the soldier can enter any room and "\
"attack with perfect impunity."

"it_invul_d", "The invulnerability device temporarily supercharges a soldier's shield "\
"system and makes him temporarily invulnerable.  While active, the "\
"device allows the soldier to take an unlimited number of hits with no "\
"decrease in shield or armor levels."

"it_mdetect_d", "The MD-24 mine detector device allows a soldier to detect any enemy mines which "\
"may have been left to obstruct his movement.  After activating the device, the detection "\
"field will remain active for 90 seconds."

"it_power1_d", "The ion field power unit uses a four layer ion field contaiment vessel "\
"to store highly energetic heavy particles.  As the unit is drained, the heavy particles "\
"are released from semi-stasis into a small reaction port which then converts their kinetic "\
"energy into electricity."

"it_power2_d", "The pulse ion power unit is a modified version of the simpler ion field unit "\
"which utilizes rapid ion field pulses to store twice as many energetic particles in the same "\
"space.  This increased storage effectively doubles the power storage capacity of the unit."

"it_power3_d", "The poly-ionic power system is an ionic containment system that "\
"uses six different ionic fields with complimentary pulse orders to increase field containment "\
"strength.  The poly-ionic systems' efficiency is near 98%, pushing the theoretical limit for this "\
" technology."

"it_power4_d", "The quantum phase power unit contains quantum particle-antiparticle pairs "\
"which are kept in precise phase to prevent them from rejoining prematurely.  As the "\
"unit is drained the phase locks are released allowing the particles to anihilate each "\
"other."

"it_power5_d", "The quantum plasma unit uses ionic fields which are generated within the phase "\
"chamber itself, eliminating all particle energy loss.  The harmless plasma generated by this "\
"combined process is then vented from the unit's distinctive plasma shield."

"it_shield1_d", "The inductive shield system uses supercooled inductance coils to "\
"project a class II Stoddard Effect repulsor field.  This field is moderately "\
"effective in repelling small energy bursts, blasts, and lead slugs."

"it_shield2_d", "The polyphase shield is a modified version of the inductive field that uses "\
"phased Stoddard Effect fields in sequence to double the repellent force of a standard "\
"inductive shield.  The polyphase shield is effective against all light energy bursts, "\
"medium blasts, and DU slugs."

"it_shield3_d", "The muon/deutron shield utilizes newly recovered muon/deutron technology, "\
"which has made the old inductive technology obsolete.  The natural muon/deutron repulsive "\
"force is harnessed to repel medium blasts, disruptor shells, and plasma blasts."

"it_shield4_d", "The pulse quanta shield unit is a product of the advanced quanta technology "\
"developed by the mechs.  Using the same quanta generator as the power unit, the "\
"pulse quanta shield efficiently repels large blasts, large energy bursts, and all slugs."

"it_shield5_d", "The phased quanta unit is the ultimate refinement of quanta theory. "\
"In this unit, quantum particles are remotely phase locked, then projected around the soldier. "\
"This provides an extremely effective shield against all currently known mech weaponry."

"it_armor1_d", "Titanium/Steel armor consists of laminated titanium and steel plates over a "\
"corrugated steel inner structure.  Titanium/Steel armor provides reasonable protection "\
"against light energy blasts and lead slugs."

"it_armor2_d", "Steel/Admant armor uses layers of steel, and a special steel gallium iridium "\
"alloy dubbed 'Admant'.  These layers increase the basic strength and heat resistance of the "\
"titanium steel armor, and provide protection against light energy, DM slugs, and plasma."

"it_armor3_d", "Steel/Composite armor is made from plates of steel over a special flexible "\
"layer of ceramic composite material.  The flexibility of this composite allows "\
"it to deform yet retain its shape.  This armor is effective protection against medium "\
"energy and DU slugs."

"it_armor4_d", "Admant/Polyphase utilizes advances in polyphase quanta theory with "\
"plates of admant metals who's molecular bonds are strengthened by poly-phase energy.  This "\
"provides protection from large energy, all slugs, and most plasma types."

"it_armor5_d", "Poly-Composite armor is made of woven composite plates of Admant, Steel, and "\
"Polyphase.  The combined complimentary properties of these materials provides an ample "\
"amount of armor protection, and are highly effective against all known weaponry."

END


