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Overview

The indigenous inhabitants of Scay'Ra, known to the planet's human colonists as Scay'Ger, are a diverse group of alien life forms that, prior to the happenings depicted in Blue Byte's Incubation: Time Is Running Out and Incubation: The Wilderness Missions, were known to coexist peaceably with the world's other denizens. Things were in fact so uneventful on Scay'Ra that the contingent of space marines assigned to the planet had very little to do, and many were stationed not on the planet itself but aboard an orbital vessel positioned above its surface. Incubation begins with Corporals Bratt and Kelly patrolling the station, with the latter bemoaning the lack of activity that pervades their current posting and pining for a more exciting assignment. Kelly's prayers for more action are unexpectedly answered when they are informed by Captain Rutherford that both he and Bratt are required on Scay'Ra, where an uncharacteristic and unexplained bout of violence from the Scay'Ger population threatens to destabilize the entire city of Scay'Hallwa.

Though it is initially unclear what caused the Scay'Ger to behave so violently, Corporal Bratt eventually finds a scientist by the name of John Reich who explains the nature of their madness. According to the doctor, the Scay'Ger are reacting adversely to exposure to Herpes simplex. While the virus has a relatively small effect on humans, it has caused widespread and dramatic mutation among the planet's Scay'Ger, which is accompanied by extreme aggression. Although Corporal Bratt's main objective on Scay'Ra is to ensure the survival of himself, his marines, and all human colonists, his secondary goal, if possible, is to find some means of curing the viral outbreak that has stricken the Scay'Ger and turned them into little more than monsters. Small numbers of non-aggressive Scay'Ger can still be found in spite of the epidemic, giving those involved hope that these anomalies might just provide the answers needed in order to reverse the effects of the plague.

Variants

The term Scay'Ger encompasses a wide variety of creatures, some of which bear little or no resemblance to one another aside from their aggressive tendencies. Scay'Ger may be humanoid, spiderlike, or insectoid in nature, and their methods of attack can vary greatly from one to the next. The original game featured around a dozen different types, while the expansion intermingled four additional variations into the existing group. On top of their visual and behavioral differences, many Scay'Ger have special properties which require specific tactics on the player's part. Certain types of Scay'Ger, for instance, may only be vulnerable from the rear or while they are attacking, forcing players to split their squads or utilize defensive fire respectively in order to defeat them.

All Scay'Ger are identified by a name composed of two parts, and though the exact significance of individual names is not clear, there is a discernible method to their use. The suffix -Ther, for example, generally denotes a Scay'Ger that attacks from melee range, while -Coo usually signifies a foe that will attack from a distance. There are exceptions to this rule, however, and furthermore the meaning of root words is far less obvious. It is worth noting though that Scay'Ger of similar appearances often are identified with the same root word (such as Ray'Ther and Ray'Coo), so it can be reasonably assumed that the root word refers to the creature itself, while the suffix denotes its role in combat or society.

Time Is Running Out

Ray'Ther

Ray'Ther

  • Action Points: 6
  • Hit Points: 2
  • Type: Melee
  • Damage: 2
  • Range: 1-1
The lowliest of enemies that the player will encounter in Incubation, the humble Ray'Ther prefers to simply scurry up to its target where it can attack with its claws. Its position within the Scay'Ger hierarchy notwithstanding, the Ray'Ther should not be taken lightly, as any marine foolish enough to allow a Ray'Ther to close the distance will soon learn that even the least of the Scay'Ger are quite deadly.
Ray'Coo

Ray'Coo

  • Action Points: 4
  • Hit Points: 6
  • Type: Ranged
  • Damage: 4
  • Range: 1-20
The Ray'Coo are among the most basic of the Scay'Ger's ranged units, with a fairly powerful attack though very little armor to speak of. The unit's signature ability is its talent for jumping over walls as a means of quickly traversing a map. This is also something of an Achilles' heel for the Ray'Coo, unfortunately, as they cannot attack and jump in the same turn, leading to situations where they are little more than sitting ducks.
Gore'Ther

Gore'Ther

  • Action Points: 2
  • Hit Points: 4
  • Type: Melee
  • Damage: 20
  • Range: 1-1
The Gore'Ther is an extremely dangerous melee unit, and any marine caught by its powerful pincer attack is all but guaranteed to die. In addition, its forward protection is nearly impenetrable, making it nigh impervious to frontal assault. Luckily, the Gore'Ther is quite slow (only two AP per turn), and furthermore has no armor protection on its backside, so diversionary tactics are quite effective against it.
Squee'Ther

Squee'Ther

  • Action Points: 5
  • Hit Points: 4
  • Type: Melee
  • Damage: 2
  • Range: 1-1
The Squee'Ther is in essence a severely injured Squee'Coo, with the main difference being the loss of their former ranged capability. They behave similarly to the Ray'Ther, though even in their injured state, Squee'Ther are more heavily armored and more durable. Once they are within melee range, they can attack several times in a single turn, so it is best to ensure that they never get the opportunity.
Squee'Coo

Squee'Coo

  • Action Points: 5
  • Hit Points: 10
  • Type: Ranged
  • Damage: 4
  • Range: 1-20
The Squee'Coo are something of an upgrade to the Ray'Coo. They possess more armor, more hit points, and an additional action point. Aside from these properties, they can be handled in much the same way that Ray'Coo can be, though it is usually best to assume it will take more than one turn to kill them. After their hit points have been depleted, Squee'Coo devolve into lesser Scay'Ger known as Squee'Ther.
Ee'Ther

Ee'Ther

  • Action Points: 5
  • Hit Points: 20
  • Type: Melee
  • Damage: 2
  • Range: 1-1
The ethereal Ee'Ther is a stealthy melee foe with a peculiar twist. At the end of every player turn, the Ee'Ther can regenerate its hit points in full, returning itself back to a full twenty points. With such a large pool of hit points and rapid hit point regeneration, taking down an Ee'Ther usually requires a combination of skillful defensive fire followed by multiple additional volleys of gunfire in the next turn.
Pyr'Coo

Pyr'Coo

  • Action Points: 5
  • Hit Points: 6
  • Type: Ranged
  • Damage: 6
  • Range: 1-10
While the Pyr'Coo can only attack once per turn (the Ray'Coo and Squee'Coo, by comparison, can attack twice), its area of effect weapon separates it from other ranged units, giving it larger potential damage than many similar units. Keeping units properly spaced is vitally important when facing a Pyr'Coo, as it can determine whether damage will be taken by only a single unit, or one's entire squad.
Cy'Coo

Cy'Coo

  • Action Points: 3
  • Hit Points: 4
  • Type: Artillery
  • Damage: 8
  • Range: 1-20
The Cy'Coo functions as a stationary mortar unit, attacking once per turn at a fixed point on the ground. When encountering the Cy'Coo it is important to remember two things. First, it will always fire upon an enemy's position as of the beginning of their last turn, so it has trouble hitting moving targets. Lastly, it is invulnerable when it is not actively attacking, so defensive fire is the only way to take it out.
War'Coo

War'Coo

  • Action Points: 3
  • Hit Points: 50
  • Type: Artillery
  • Damage: 6
  • Range: 1-10
The War'Coo behaves in exactly the same fashion as its cousin, the Cy'Coo, except that it is indestructible. Aside from this fact, it has the same weakness, i.e., it is nearly impossible for it to hit a target that remains mobile. With this in mind, it is a relatively easy matter to nullify its threat merely by staying on the move at all times, as only a stationary target is at any significant risk.
Dec'Ther

Dec'Ther

  • Action Points: 7
  • Hit Points: 1
  • Type: Kamikaze
  • Damage: 50
  • Range: 1-1
The Dec'Ther has more action points than any other unit in the game. This is just as well, since its single hit point means it will usually only have one chance to approach its victim. When it gets within range of any enemy, it emits a highly corrosive acid spray which kills itself and anything within its surrounding area. In spite of their size and fragility, these suicidal insectoids can often be the most clear and present danger on the battlefield.
Tr'Yn

Tr'Yn

  • Action Points: 10
  • Hit Points: 200
  • Type: Melee / Breeder
  • Damage: 40
  • Range: 1-1
The gargantuan Tr'Yn spawns three Dec'Ther at the start of each turn, and furthermore can rend the flesh of any marine within its reach. Much like the Gore'Ther, attacking from the front is a fruitless endeavor due to its extremely thick armor plating. Attacking from behind is much more effective, however this is also where the Tr'Yn spawns its Dec'Ther progeny, so it is not without its own perils.
Al'Coo

Al'Coo

  • Action Points: 6
  • Hit Points: 100
  • Type: Melee
  • Damage: 20
  • Range: 1-1
The Al'Coo is a skyscraping Scay'Ger unit that attacks with massive claws. Regular marines have little chance of surviving even a single attack from the Al'Coo, and even more serious military hardware such as the ComBot can't hold up for long against it. A serious amount of concentrated gunfire from multiple sources is perhaps the best and most reliable way to take it down without casualties.
Norc'Yn

Norc'Yn

  • Action Points: 3
  • Hit Points: 15
  • Type: Artillery / Breeder
  • Damage: 8
  • Range: 1-20
The Norc'Yn is not a traditional enemy insofar as it cannot be killed. It spawns Dec'Ther with each new turn, and also can fire artillery shots that behave in the same fashion as the Cy'Coo's projectile. These attacks emanate from two stationary tubes on either side of the creature, and the tubes themselves may be destroyed, thus preventing further attacks, though the creature itself cannot be harmed in any way.

The Wilderness Missions

Tea'Ther

Tea'Ther

  • Action Points: 8
  • Hit Points: 30
  • Type: Melee
  • Damage: 40
  • Range: 1-1
The Tea'Ther is a vicious new enemy in The Wilderness Missions which usurps the Dec'Ther's former title as the game's fastest unit. Their swordlike arms are extremely lethal once they are within range, though thankfully they are unable to move and attack within the same turn. Just a single attack is enough to kill even a healthy marine, making it imperative to take them out as quickly as possible.
Gore'Coo

Gore'Coo

  • Action Points: 6
  • Hit Points: 14
  • Type: Ranged
  • Damage: 4
  • Range: 1-40
The wily Gore'Coo presents a far greater threat than the average Scay'Ger ranged unit. Is is able to open doors, take advantage of defensive fire, and also enjoys much longer range than most other Scay'Ger. It can also fire three times in a single turn, which puts it ahead of other ranged units in yet another category. They are a dangerous presence on any battlefield, and have been dubbed "Einstein" on occasion due to their intelligence.
Bea'Ther

Bea'Ther

  • Action Points: 6
  • Hit Points: 20
  • Type: Non-Aggressive
  • Damage: N/A
  • Range: N/A
The Bea'Ther are calm, benign, bug-like Scay'Ger that show no interest in attacking the player's units. To be clear, they can still be a hindrance in battle, albeit only indirectly so. Oblivious Bea'Ther may inadvertently act as sentient obstructions in combat, although even in these situations it is usually not worth the ammo and action point expenditure required to kill them.
Bea'Coo

Bea'Coo

  • Action Points: 4
  • Hit Points: 12
  • Type: Ranged
  • Damage: 10
  • Range: 2-4
The hostile counterpart to the Bea'Ther, Bea'Coo are decidedly more dangerous than their more tranquil brethren. They should be thought of as ambulatory flamethrowers that can attack up to three times in a single turn. As one might expect from a creature with the ability to emit flames from within itself, its death causes its internal components to react violently, exploding and causing damage to any unit nearby.

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