RAY'THER
The most common Scay'Ger. Very fast unit made for close combat. His poor armor also makes him a rather short live opponent but it always attack in groups. So, watch your ammo supplies and use bayonets.
Action point : 6 Hit point : 2 Front/Rear armor : 0/0 Weapon : claws - Range : 1-1 - Accuracy : 100% - Damage : 2 - Defensive mode : - - Action point : 1 - Ammo : -
EE'THER Another close combat unit. This Scay'Ger regenerates back to full health after being injured at the end of your turn. Use defense mode to soften him up during the Scay'Ger turn and then give him every thing you can in your turn.
Action point : 5 Hit point : 20 Front/Rear armor : 3/3 Weapon : claws - Range : 1-1 - Accuracy : 100% - Damage : 2 - Defensive mode : - - Action point : 1 - Ammo : -
GORE'THER
Another close combat unit. Don't even bother shooting this guy from the front with anything but the enhanced laser because it's got impenetrable armor on the front. But it's got nothing on his back. So get behind this Scay’Ger if you want to bring him down. It can only move 2 squares and can't attack if it moves more than 1 square.
Action point : 2 Hit point : 4 Front/Rear armor : 100/0 Weapon : giant claws - Range : 1-1 - Accuracy : 100% - Damage : 20 - Defensive mode : - - Action point : 1 - Ammo : -
CY'COO Scay'Ger's mortar. It's reflexes are slow so when it fires it always aims where a troop was in the previous turn. If you move every turn it can't hit your troops. You can’t hurt him while he’s hiding in his shell, so wait until he opens up for an attack by using defense mode. Action point : 3 Hit point : 4 Front/Rear armor : 100/100 Weapon : spore canon - Range : 1-20 - Accuracy : 10% - Damage : 8 - Defensive mode : no - Action point : 3 - Ammo : infinite
RAY'COO Fast unit with a gun who can jump over walls, but cannot move after jumping. It can fire up to 2 times in a turn. Action point : 4 Hit point : 6 Front/Rear armor : 1/0 Weapon : sting thrower - Range : 1-20 - Accuracy : 5% - Damage : 4 - Defensive mode : no - Action point : 2 - Ammo : infinite
SQUEE'COO Fast unit with a gun. It can fire up to 2 times in a turn. If you damage them they transform into Squee'Ther. Action point : 5 Hit point : 10 Front/Rear armor : 2/2 Weapon : sting thrower - Range : 1-20 - Accuracy : 5% - Damage : 4 - Defensive mode : no - Action point : 2 - Ammo : infinite
SQUEE'THER Very fast unit for close combat. The Squee’Ther is an injured Squee’Coo. Action point : 5 Hit point : 4 Front/Rear armor : 3/1 Weapon : claws - Range : 1-1 - Accuracy : 100% - Damage : 2 - Defensive mode : - - Action point : 1 - Ammo : -
PYR'COO Fast unit with a gun. The Pyr'Coo's weapon has an 3x3 area effect. Spreading out is never a bad idea when faced with these Scay'Ger. Or failing that stand adjacent to it so it gets caught in it's own blast. It only fires once per turn. Action point : 5 Hit point : 6 Front/Rear armor : 5/3 Weapon : spike gun - Range : 1-10 - Accuracy : 5% - Damage : 6 - Defensive mode : no - Action point : 3 - Ammo : infinite
AL'COO Giant unit. It has a 3x3 base. Action point : 6 Hit point : 100 Front/Rear armor : 5/5 Weapon : giant claws - Range : 1-1 - Accuracy : 100% - Damage : 20 - Defensive mode : - - Action point : 1 - Ammo : -
DEC'THER The fastest unit. He’ll spray a cloud of highly caustic acid that will kill anything within its range even the Dec’Ther itself. But it's easy to kill. Just remember to put somebody on defense mode. Action point : 7 Hit point : 1 Front/Rear armor : 0/0 Weapon : spores - Range : 1-1 - Accuracy : 100% - Damage : 50 - Defensive mode : no - Action point : 1 - Ammo : infinite
WAR'COO Another mortar. As the Cy'Coo, it's reflexes are slow so when it fires it always aims where a troop was in the previous turn. If you move every turn it can't hit your troops. Don't waste your time to shoot it, it's indestructible. Action point : 3 Hit point : 50 Front/Rear armor : 100/100 Weapon : spike gun - Range : 1-10 - Accuracy : 5% - Damage : 6 - Defensive mode : no - Action point : 3 - Ammo : infinite
TR'YN Giant unit. It has a 3x3 base and it lays 3 Dec'Ther each turn. The front of this beast is heavily armored, but not its back is not. Just watch out for the Dec'Ther which are laid in the 3 rear spaces and activate immediately. Action point : 10 Hit point : 200 Front/Rear armor : 9/1 Weapon : mega claws - Range : 1-1 - Accuracy : 100% - Damage : 40 - Defensive mode : - - Action point : 8 - Ammo : -
GORE'COO This Scay'Ger has been aptly nicknamed "Einstein". It can open doors and can go on defense mode. It's weapon has a very long range and can fire 3 times in a turn, but if it has it won't be on defense mode. Action point : 6 Hit point : 14 Front/Rear armor : 4/2 Weapon : shock weapon - Range : 1-40 - Accuracy : 6% - Damage : 4 - Defensive mode : yes - Action point : 2 - Ammo : infinite
TEA'THER Fast unit. Their arms are extremely dangerous and quite deadly when you get too close, but they can't move and attack in the same turn. Action point : 8 Hit point : 30 Front/Rear armor : 3/1 Weapon : mega claws - Range : 1-1 - Accuracy : 100% - Damage : 40 - Defensive mode : - - Action point : 8 - Ammo : -
BEA'THER These stinkers just run around and get in your way. They're nonaggressive Scay'Ger, so don't waste your time by shooting them. Action point : 6 Hit point : 20 Front/Rear armor : 3/3 Weapon : none - Range : - - Accuracy : - - Damage : - - Defensive mode : - - Action point : - - Ammo : -
BEA'COO Scay'Ger's flame thrower. It can flame 3 times in a turn. If you have taken control of them with the enhanced laser, they can only use flame thrower Mode B. When a Bea'Coo is destroyed, their internal acid sack explodes killing anything and everything nearby. Action point : 4 Hit point : 12 Front/Rear armor : 2/2 Weapon : flame trhower - Range : 2-4 - Accuracy : 100% - Damage : 10 - Defensive mode : no - Action point : 1 - Ammo : infinite
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