Weapons · 1
| Family | Fire cycle | Damage per second |
|---|---|---|
| Machine gun | 0.7 s | 71.4 vs infantry · 7.1 vs vehicles · 7.1 vs buildings |
Damage per second = damage ÷ fire cycle, computed by the build script.
What it is
The Sick mutant costs 80 minerals and 5 population, with a five-second production time. Its description states “Heavy infantry of the mutants. They roam alone and are vulnerable to heavy weapons, but they are unmatched in firefights.” Build 23882143 records 1 500 base hit points, uniform armour 9 and fire coefficient −0.5. The description calls it heavy infantry, while its configuration does not mark it as a large unit; those are different kinds of information. Its anti-infantry gun and individual presentation support the stated role, without establishing an undefeated duelling unit or a fire weakness from the coefficient alone.
Where it comes from
The official description’s phrase “unmatched in firefights” sits beside a calculated infantry rate of 71.4 for 5 population. Its warning “vulnerable to heavy weapons” is not explained by armour 9 alone, since the damage formula is not documented here. The developer’s 10 February 2026 squad discussion concerns infantry squads and specialist exceptions. The Sick mutant’s own description says it roams alone, so that general discussion cannot be used as proof that it has a full squad’s unchanging firepower. Keep its individual role separate from claims about visible squad losses.
How it is actually used
Its 1 500 base hit points and calculated infantry rate 71.4 support the firefight role described by the developer. A comparison claiming 400 health per population for Mutant fighters includes their maximum reserve capacity, so it is not a starting-health comparison. The word “alone” describes the Sick mutant’s individual form, not an instruction to avoid all support. Its fire coefficient −0.5 also cannot determine a flame damage multiplier. Use its infantry focus with attention to the recorded minimum range and the forces covering its approach, rather than treating health efficiency as a complete army plan.
How to beat it
The Sick mutant costs 80 minerals and records 1 500 base hit points; Empire Riflemen have 800 base hit points. This difference alone does not settle the exchange, which also depends on weapons, position and support. The official description warns of vulnerability to heavy weapons. It does not name flame as an automatically winning counter, and the negative fire coefficient cannot supply that conclusion. Seek a way to engage it without giving its anti-infantry gun an easy stationary target, while checking the short firing band created by its minimum range and range adjustment.
Values read from game files · version 23882143