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Scay'Ger
The values below are for the hardest difficulty setting. In particular,
enemies on the easiest setting have fewer movement points, while on the hardest
setting they do more damage and are worth much less experience.
The actual experience awarded depends on the difficulty level and the
experience of the soldier. For example, killing a Ray'Ther on the easiest
difficulty level could be worth 4 experience points for a new soldier but only 1
point for an experienced soldier. On the hardest difficulty, a Ray'Ther is
never worth more than one point. Of course, on the harder difficulties
there are many more enemies.
For each enemy, values are shown for action points, attack (range, accuracy,
AP cost), attack
damage, hit points, armor, and maximum experience seen awarded on the hardest difficulty
level. Next to the damage rating are a range of actual values seen, though
these can be hard to judge because armor reduces damage, but some hits seem to
bypass armor (or perhaps are double-damage "critical hits"?).
Much of this comes from http://scayra.free.fr/incubation/.
The manual and in-game screens (and voice acting) seem to disagree on whether
the names should be "Coo" or "Goo".
| Ray'Ther |
AP: 6 |
Rng: 1 (1AP) |
Dam: 2 (1-4) |
HP: 2 |
Armor: 0/0 |
Exp: 1 |
| Weak melee-only unit, but
fast, and often appears in large numbers. |
| Ray'Coo |
AP: 4 |
Rng: 20 (5%, 2AP) |
Dam: 4 (6+) |
HP: 6 |
Armor: 1/0 |
Exp: 3 |
| Can jump over walls, though doing
so ends its turn. |
| Gore'Ther |
AP: 2 |
Rng: 1 (1AP) |
Dam: 20 |
HP: 4 |
Armor: 100/0 |
Exp: 2 |
| Slow-moving, but heavy front armor
means it can only be
killed from behind (unless you have the Enhanced Laser Gun). |
| Cy'Coo |
AP: 3 |
Rng: 20 (3AP) |
Dam: 8 (4-10+) |
HP: 4 |
Armor: 100/100 |
Exp: 2 |
| Immobile medium-range
artillery. Can only be hurt by units in defense mode. It has
slow
targeting, always aiming at where a soldier was standing at the end of
its previous turn. |
| Squee'Coo |
AP: 5 |
Rng: 20 (5%, 2AP) |
Dam: 4 (4-7) |
HP: 10 |
Armor: 2/2 |
Exp: 2 |
| When injured sufficiently, turns
into a Squee'Ther. You only get the full experience value if you
hit it hard enough to kill it without it changing form. |
| Squee'Ther |
AP: 5 |
Rng: 1 (1AP) |
Dam: 2 (1-6) |
HP: 4 |
Armor: 3/1 |
Exp: 1 |
| An inured Squee'Coo. The
front armor can make this annoying to kill with light weapons. |
| Al'Coo |
AP: 6 |
Rng: 1 (1AP) |
Dam: 20 |
HP: 100 |
Armor: 5/5 |
Exp: 7 |
| Large unit (double height, 3x3
base). |
| Ee'Ther |
AP: 5 |
Rng: 1 (1AP) |
Dam: 2 |
HP: 20 |
Armor: 3/3 |
Exp: 2 |
| A nearly-invisible melee
unit. Regenerates. All damage heals at the start of its
turn, which means you can soften it up with defensive fire. |
| Nor'Cyn |
AP: 3 |
Rng: 20 (10%, 3AP) |
Dam: 8 |
HP: 15 |
Armor: 7/255 |
Exp: 3 |
| Large spider with laying tubes
that fire in a similar fashion to Cy'Coo. The above stats are for
the tubes; the body cannot be damaged. Lays Dec'Ther each turn. |
| Dec'Ther |
AP: 7 |
Rng: 1 (1AP) |
Dam: 50 |
HP: 1 |
Armor: 0/0 |
Exp: 1 |
| Very fast acid-spewing spider
unit. They attack by exploding, damaging all nearby units. |
| Pyr'Coo |
AP: 5 |
Rng: 10 (5%, 3AP) |
Dam: 6 (5-7) |
HP: 6 |
Armor: 5/3 |
Exp: 1 |
| Weapon has a 3x3 area of effect. |
| War'Coo |
AP: 3 |
Rng: 10 (5%, 3AP) |
Dam: 6 |
HP: 2 |
Armor: 100/100 |
Exp: - |
| Immobile short-range
artillery. Indestructible. |
| Tr'Yn |
AP: 10 |
Rng: 1 (8AP) |
Dam: 40 |
HP: 200 |
Armor: 9/1 |
Exp: 3 |
| Large unit (double height, 3x3
base). Lays 3 Dec'Ther each turn. Best hit from
behind. If it has to take more than two steps it can't attack, but
the spiders it lays get to move immediately.. |
| Gore'Coo [expansion] |
AP: 6 |
Rng: 40 (6%, 2AP) |
Dam: 4 |
HP: 14 |
Armor: 4/2 |
Exp: ? |
| Can open doors and go into defense
mode. |
| Tea-Ther [expansion] |
AP: 8 |
Rng: 1 (8AP) |
Dam: 40 |
HP: 30 |
Armor: 3/1 |
Exp: ? |
| Very fast melee unit. Can't
move and attack in the same round. |
| Bea-Ther [expansion] |
AP: 6 |
Rng: - |
Dam: - |
HP: 20 |
Armor: 3/3 |
Exp: ? |
| Non-aggressive but annoying. |
| Bea'Coo [expansion] |
AP: 4 |
Rng: 2-4 (1AP) |
Dam: 10 |
HP: 12 |
Armor: 2/2 |
Exp: ? |
| Can fire 3x per turn. If you
capture one with the Enhanced Laser Gun, you can use them like Flame
Thrower mode B. When they die, they explode, causing a 3x3 damage
effect. |
If you're not sure what you're facing, click on the magnifying class icon on
right right side of the game screen, then click on the Scay'Ger unit. It
will provide the unit's name and some trivial information about it.
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