Equipment
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Incubation Equipment Statistics

Most of this comes from the manual or in-game screens.  Some comes from http://scayra.free.fr/incubation/.

Soldiers and NPCs, original (Scay'Hallwa) campaign

You begin with Bratt, West, and Maxon:

Bratt - 17exp, 0 unused skills.  Has 1 point in Light Weapons and 2 in Leadership.  Carries a Light Combat Gun.
West - 12exp, 0 unused skills.  Has 2 points in Medical.  Carries a Light Combat Gun.
Maxon - 12exp, 1 unused skill.  Has 1 point in Heavy Weapons.  Carries a Light Combat Gun.

Mission 3 adds either Casso or Lee/Bakee:

Casso - 10exp, 1 unused skill.  Has 1 point in Light Weapons.  Carries an Advanced Combat Gun.
Lee - 10exp, 1 unused skill.  Has 1 point in Light Weapons.  Carries an Advanced Combat Gun.
Bakee - 0 exp, 1 unused skill.  Has 1 point in Light Weapons.  Carries a Light Combat Gun.

Mission 25 adds Mendel:

Mendel - 10exp, 12 unused skills.  Has 2 points in Body Fitness, 3 in Technical Skills, 1 in Medical.  Carries Light Armor, Servo System, Crowbar, and a Light Combat Gun.

As you progress, you will be joined briefly by others.  You control their movements during missions, but you can't change their equipment.

Reich (missions 6-7).  Carries a Light Combat Gun.
Harvey (missions 8-11).  Has Light Armor, Servo System, Explosion Pack, and a Light Combat Gun.
ComBot (missions 11-12).  Large 3x3 robot with 5 APs, 15 health, 10/0 armor, and ComBot weapons (2AP to fire).
Rutherford (mission 27-29).  Has Standard Armor, Servo System, Jet Pack, Scan Module, Banner, and a Sniper Rifle.

Soldiers and NPCs, Wilderness (Scay'Ra) campaign

TBD: Bratt, Austin, Knox, Rock ...

Weapons

Quick Summary:

Name                    Rng   Acc Pwr Amm AP  Heat By? Df? EP Skills Req'd
Light Combat Gun        1-10   3%   2   7  1   2/1  N   Y  10 (none)
Advanced Combat Gun     1-10   3%   3   8  1   3/1  Y   Y  20 1LW
Standard Assault Rifle  1-20   4%   4  10  1   4/1  Y   Y  30 3LW
Sniper Rifle            1-30  20%   4  15  1   4/1  N   Y  40 3LW, 1TS
Double Fire             1-20   5%   6  15  1   6/2  N   Y  50 4LW, 1TS
Heavy Machine Gun       1-20   5%   5  15  2   4/1  N   N  50 1BF, 1LW, 2HW
Rapid Fire Machine Gun  1-20  10%   6  20 1/2  5/2  N   A  60 2LW, 3HW
Flame Thrower            1-4 100%  10   5  1    -   N   N  40 3HW
Mine Thrower            2-20  60%  10   5  3    -   N   N  60 2BF, 4HW, 1TS
Plasma Gun              1-10 100%  10  10  1   2/1  N   N  80 1BF, 4HW, 3TS
High Energy Laser       1-40  90%  10   -  1   3/1  N   A  70 1BF, 5HW, 3TS
Multi-Target Destroyer  2-45  90%  15   4  3    -   N   N  90 3BF, 5HW

Mine Thrower Enhanced   2-20  90%  10   5  3    -   N   N  80 3BF, 5HW
Enhanced Laser Gun      0-40  90%  +2   -  1   4/1  N   A  80 3BF, 5HW, 3TS
Chain Saw                1    90%  10   -  1    -   N   N  50 3BF, 2HW, 3TS
Light Plasma Gun        1-10   5%   4   -  1  10/1  Y   Y  50 4LW
Key:
  • Name - name of the weapon.
  • Rng - range.
  • Acc - accuracy.  Higher numbers are better.
  • Pwr - power.  Roughly how much damage the weapon will do at point-blank range against an unarmored target.  As range and armor become factors, the amount of damage done varies.
  • Amm - ammunition.  Number of shots that may be fired before running out.  Can be doubled with an Ammo Pack, and reloaded during a mission with an ammo crate.
  • AP - action points required to fire.  If a weapon requires more APs to fire in mode B, the values are shown separated by a slash.
  • Heat - weapon heat capacity.  The first value is the number of times a cold weapon can be fired before becoming hot.  The second value is how much the heat level is reduced at the start of each turn.
  • By? - does this weapon have a bayonet?
  • Df? - can this weapon be used in defense mode?  This can be "yes", "no", or "yes in mode A".
  • EP - equipment point cost.
  • Skills - skills required to use the weapon.  BF is Body Fitness, LW is Light Weapon, HW is Heavy Weapon, TS is Technical Skill.

The bayonet found on some weapons does 2-5 points of damage, requires 1 AP, uses no ammo, and doesn't increase weapon heat.  Guaranteed kill against weak units like Ray'Ther.  On some of the early levels the use of bayonets is essential.

Notes on weapons:

Light Combat Gun
Nearly useless weapon.  Replace ASAP.
Advanced Combat Gun
Better cooling and damage than the Light version, and adds a bayonet.
Standard Assault Rifle
Another step up in cooling and damage, as well as a big boost in range.
Sniper Rifle
A big improvement over the Standard Assault Rifle.  Requires a point of technical skill, and you lose the bayonet, but you gain range, accuracy, and a larger magazine.
Double Fire
The most powerful of the light weapons, with the best cooling of any weapon, it's still inaccurate over distance.  Very useful in defense mode because of its point-blank power and rapid cooling.  Not as effective against armored enemies as the Rapid Fire Machine Gun, suggesting that the "6 power" is actually computed as two 3-power shots.
Heavy Machine Gun
Good power, with a wide spray that is very effective against weak enemies.  Requires two APs to fire, making it somewhat cumbersome to use.
Rapid Fire Machine Gun
A fine weapon, with reasonable range and accuracy, excellent cooling and damage, and two firing modes.  Mode A attacks a single target and can be used defensively, mode B sprays like the Heavy Machine Gun and requires two APs and two ammo (but still only increases the weapon heat by 1).
Flame Thrower
A powerful early weapon, with tactical value beyond just killing bad guys.  Mode A hits a single target, rendering the square impassable for three turns.  With mode B you can lay down an impassable 3x3 carpet of fire, blocking passages and spawn points for 3-4 turns.  The short range and small magazine (mode B uses two ammo) limits its usefulness.
Mine Thrower
Very useful weapon.  Mode A fires a grenade that damages all enemies in a 3x3 area, and can shoot over walls.  Mode B is shorter range and requires line of sight, and plants an explosive mine.  Servo Systems and Ammo Packs are almost necessary with this weapon.  The weapon's accuracy doesn't affect where the grenade lands, but rather the likelihood of hitting targets in range.
Plasma Gun
High damage, hits everything in a wide cone in front of the soldier (including friendly units and fragile inanimate objects).  Weapon heat is a problem.  Mode B provides a defensive shield.
High Energy Laser
Excellent long-range weapon.  Paralyzing enemies with mode B can be tactically useful at choke points.
Multi-Target Destroyer
Mode A hits everything in a 9x9 area for 15 damage.  Mode B detonates on a single target, doing 20 damage in a 7x7 area, using 3 rounds of ammunition.  Requires line-of-sight.
Mine Thrower Enhanced [expansion]
Mode A does area-effect damage, mode B launches a robotic spider that can move and detonate.
Enhanced Laser Gun [expansion]
Mode A does 2 points of damage, penetrating any armor.  Mode B can be used to capture enemy units.
Chain Saw [expansion]
Melee-only weapon.
Light Plasma Gun [expansion]
Essentially a Standard Assault Rifle with half the range but requiring no ammunition.

 Equipment

Equipment you can purchase.

Scan Module (50 EP, 2TS)
Scans 11x11 area, showing enemy locations.  Not very useful.
Long Range Scan (100EP, 4TS, 1LD)
Scans a larger area, showing enemy types.  High skill requirement makes this something you live without, especially since it's included in other items.
Light Stimulant (30EP, 1BF, 1MD)
Adds one AP for one round, once per mission.  Refills at end of mission.
Heavy Stimulant (50EP, 1BF, 2MD)
Adds two APs for one round, once per mission.  Refills at end of mission.
Target System (60EP, 6TS)
Doubles the accuracy of a weapon.  High skill requirements make this a useful item that few soldiers will carry.
Ammo Pack (70EP, 2BF, 1TS)
Doubles ammunition.  Very useful.
Jet Pack (190EP, 4BF, 3TS)
Allows a long jump, which only costs 1AP but ends the unit's turn.  Includes a Long Range Scan.  Very useful.
Banner (100EP, 1BF, 5LD)
Soldier becomes a "squad leader".  Everybody in a 7x7 area gains one AP, and can defend in a 360-degree radius.  Very useful for one squad member to carry.  (The manual says it includes a Long Range Scan, but that doesn't appear to be the case.)
Explosion Pack (10EP, 2BF, 1LW, 1HW, 3TS)
Destroys the grates that Ray'Ther come out of.  Useful on several missions.
Light Armor (10EP, 1BF)
Provides 3/2 armor (i.e. it removes the first 3 points of damage from a frontal attack, and 2 from a rear attack).  Everybody should have this when it becomes available.
Standard Armor (20EP, 2BF)
Provides 4/2 armor.
Attack Armor (30EP, 3BF)
Provides 5/0 armor, i.e. no rear protection.  Can be very useful if used correctly.
Heavy Armor (50EP, 4BF)
Provides 6/4 armor, reduces speed by one AP.  Not recommended.
Servo System (30EP, 2BF, 2TS, 1MD)
Adds 1 AP.  Very useful.
Small Medic Kit (80EP, 1MD)
Allows the soldier to heal one point per AP spent, to himself or an adjacent unit.  Give to anyone with a Servo System (which has a 1MD requirement).
Large Medic Kit (160EP, 5MD)
Allows the soldier to heal three points per AP spent, to himself or an adjacent unit.  Because of the high skill requirement, you will probably never buy one of these.
Crowbar (-)
Requires no skills  Used to open damaged doors.  Found in some missions.
Absorber [expansion] (-, 2BF, 3TS)
Absorbs 4 points of damage from any attack.  Found in some missions.
Cooler [expansion] (-, 2BF, 3TS)
Doubles weapon heat capacity.  Found in some missions.
 

EP indicates the Equipment Point cost, the remaining notes in parenthesis indicate skills required. BF is Body Fitness, LW is Light Weapons, HW is Heavy Weapons, TS is Technical Skill, MD is Medical, LD is Leadership.