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Incubation Soldiers, Weapons, and Equipment Statistics

Most of this comes from the manual or in-game screens.  Some comes from scayra.free.fr/incubation and www.incubation.mendelsohn.de.

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
ComBot weapon           1-45  90%  20  40  2  20/1  N   N  -- --

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:

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 campaign missions 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.  Very useful in defense mode because of its point-blank power and rapid cooling.  It's unclear whether 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 groups of 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, a large magazine, 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 2-3 turns.  The short range and small magazine (mode B uses two ammo) limits its usefulness.  The weapon does not overheat, which means it can dish out a lot of damage in one turn.
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 a very powerful explosive mine.  Servo Systems and Ammo Packs are fairly essential with this weapon due to the high AP cost and low ammo capacity.  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.  Doesn't require ammo, but keep an eye on the heat level.
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.
ComBot weapon
This is the weapon fired by the ComBot "NPC", a large unit you get to drive during a a couple of missions in the original campaign.
Mine Thrower Enhanced [expansion]
Mode A does area-effect damage, mode B launches a robotic spider that can move (10AP) and detonate for 20+ damage.
Enhanced Laser Gun [expansion]
Mode A does 2 points of damage, penetrating any armor.  Mode B can be used to capture enemy units with 3 or fewer HP remaining. No ammo, but watch the heat.  Mode B instantly overheats the weapon, even with a Cooler -- a fully cooled weapon can overheat and explode, so don't use mode B if you want to play without the occasional reload/retry.  (It appears that, in some versions of the game, this weapon requires 6 points in the heavy weapon skill.)
Chain Saw [expansion]
Melee-only weapon.  Especially useful against Tea'Ther.
Light Plasma Gun [expansion]
Essentially a Standard Assault Rifle with half the range but a generous heat allowance and no ammunition required.  Useful for short-range fights.

Equipment

Equipment can be purchased or found.  EP indicates the Equipment Point cost, and the remaining notes in parenthesis indicate skills required: BF is Battle Fitness, LW is Light Weapons, HW is Heavy Weapons, TS is Technical Skill, MD is Medical, LD is Leadership.  Equipment found in crates will be equipped by the soldier who opens the crate, with no skill check or skill expenditure.

Scan Module (50EP, 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 for free with the Jet Pack.
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 5-square 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 3-square radius (7x7 area minus the corners) 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 certain kinds of spawn points.  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 get this when it becomes available.
Standard Armor (20EP, 2BF)
Provides 4/2 armor.  Highly recommended.
Attack Armor (30EP, 3BF)
Provides 5/0 armor, i.e. no rear protection.  Can be very useful if used carefully.
Heavy Armor (50EP, 4BF)
Provides 6/4 armor, reduces speed by one AP.  Not recommended -- the slight reduction in damage isn't worth the AP loss.
Servo System (30EP, 2BF, 2TS, 1MD)
Adds 1 AP.  Very useful.
Small Medic Kit (80EP, 1MD)
Allows the soldier to heal one point of health per AP spent.  Give to anyone with a Servo System (which has a 1MD requirement).  The unit the soldier is facing will be healed; if no unit is faced, or if the unit faced is at full health, the soldier will heal himself.
Large Medic Kit (160EP, 5MD)
Allows the soldier to heal three HP per AP spent, to himself or an adjacent unit.  Because of the high skill requirement, you will probably never buy one of these.
Crowbar (-)
Used to open damaged doors.  Found in certain equipment crates.
Absorber [expansion] (-, 2BF, 3TS)
Absorbs all damage from the first four attacks from enemy units.  Recharges between missions.  Found in certain equipment crates.  It's possible for a single soldier to collect multiple absorbers, with each additional one adding 4 additional absorption points.
Cooler [expansion] (-, 2BF, 3TS)
Doubles weapon heat capacity.  Does not increase cooling rate.  Found in certain equipment crates.
 

Soldiers and NPCs, original (Scay'Hallwa) campaign

You begin with Bratt, West, and Maxon:

Bratt - 6 HP, 17 exp.  Has 1 point in Light Weapons and 2 in Leadership.  Carries a Light Combat Gun.
West - 6 HP, 12 exp.  Has 2 points in Medical.  Carries a Light Combat Gun.
Maxon - 6 HP, 12 exp, 1 unused skill point.  Has 1 point in Heavy Weapons.  Carries a Light Combat Gun.

Mission 3 adds either Casso or Lee+Bakee:

Casso - 10 exp, 1 unused skill.  Has 1 point in Light Weapons.  Carries an Advanced Combat Gun.
Lee - 10 exp, 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 - 10 exp, 12 unused skills.  Has 2 points in Battle 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

Sgt. Bratt - 10 HP, 60 exp.  Has 3 points in Light Weapons, 1 each in Battle Fitness and Medical.  Carries a Standard Assault Rifle and a Small Medic Kit.
Austin - 9 HP, 49 exp.  Has 3 points in Light Weapons, 1 in Battle Fitness.  Carries a Standard Assault Rifle.
Rock - 8 HP, 43 exp. Has 1 point in each of Battle Fitness, Light Weapons, and Medical.  Carries an Advanced Combat Gun and Light Stimulant.
Knox - 8 HP, 41 exp, 1 unused skill point.  Has 1 point in each of Battle Fitness, Light Weapons, and Medical.  Carries an Advanced Combat Gun and a Small Medic Kit.

All soldiers have light (3/2) armor. Their skill points are "paid for", e.g. Sgt. Bratt has spent 5 skill points.

Mission 7 adds:

Wayne - 5 HP, 0 exp.  Has 3 points in Battle Fitness, 4 in Light Weapons, 2 in Heavy Weapons, 2 in Technical Skill, and 1 in Medical. No skill points have been used (!). He comes with Standard Armor, a Servo System, and a Double Fire.

Mission 10 adds:

Major Rutherford - 15 HP, 120 exp.  Has 2 points in Battle Fitness, 3 in Light Weapons, 4 in Technical Skills, 1 in Medical, and 5 in Leadership.  10 skill points have been used.  She comes with Standard Armor, a Banner, Servo System, Ammo Pack, and a Sniper Rifle. She also gets +1 AP.

Mission 26 adds:

Ramone - 5 HP, 0 exp.  Has 3 points in Battle Fitness, 6 in Heavy Weapons, 3 in Technical skill, and 1 in Medical.  No skill points have been used.  He comes with Standard Armor, Servo System, Scan Module, Light Stimulant, and an Enhanced Laser Gun.

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

Simon (missions 3-6). Has 11 HP, carries an Advanced Combat Gun and an Explosion Pack, and is wearing Standard Armor.
Chainsaw Steele (missions 25-32). Has 6 HP, 6 APs, very light (2/1) armor, and a Chain Saw. Appears to be immune to panic.