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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.
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