Medium Scout
General Information
A medium sized scout vessel that poses little threat to earth forces. Normally appears before larger vessels during missions.
This ship appears in UFO: Enemy Unknown. For the Terror from the Deep equivalent, refer to the Escort.
Statistics
Statistic | Value |
---|---|
Size | Small |
Max Speed(km) | 2,400 |
Weapon Power | 20 |
Weapon Range(km) | 15 |
Weapon Range(range units) | 120 |
Damage Capacity | 200 |
UFO Downed points | 75 |
UFO Destroyed points | 150 |
Additional Information
This ship isn't a big threat in the air. All craft weapons except the Cannon outrange its weaponry, and it's not very fast or resilient (indeed, powerful weapons such as the Avalanche or Plasma Beam will sometimes destroy it outright). On the ground, however, it can be a tricky customer. Your soldiers can only enter through a single door, which is usually guarded by the surviving occupants. The mutual surprise rule means that the first soldier will usually make it through the door without being killed, but his very next action will trigger point-blank reaction fire from as many as 5 aliens.
This ship carries one Power Source, and two Navigations.
This is a one-level ship, octagon-shaped, with no interior walls and the power source in the center of the craft.
Several aliens will be inside the ship and a few outside during missions. Sometimes the aliens can hide behind the power source so be sure to check the corners after breaching the doors!
If you're unlucky, and the power source was destroyed during the crash, there'll be a nice big hole in the ship during recovery. The location of the hole varies. Feel free to toss big explosives into the hole as there will be no elerium to recover anyway. This might, however, destroy the equipment that was carried by those aliens killed in the crash.
Notes
- If there's no other way to enter aside from the hatch, your best bet may be to set up a firing line outside -- the sort used in Reaction Training -- and wait them out. The aliens will usually come out soon after turn 20. Anyone trying to charge through that hatch will run into 2-5 aliens on the inside waiting to shoot them.
- If the aliens fail to come out after 30 or 40 turns, and you must send in a sacrificial rookie, the best weapons to equip him with are the Auto-Cannon with Incendiary ammunition and the Small Launcher. The AC-IN will set the interior on fire, slowly killing most of the aliens without destroying items. The Small Launcher will blast all of the aliens with stun damage; it also leaves items unscathed, and usually stuns the rookie who used it, preventing him from being mown down by reaction fire if some of the aliens are still standing. It is also possible to use the blast-through bug to kill the aliens with incendiary fire without actually entering the UFO, although most players consider this to be cheating.
- It is possible for a Medium Scout to be entirely levelled if its Power Source explodes. This greatly simplifies recovery, since there aren't any walls or roof left to prevent you from sniping the aliens "inside".
Recoverable Components
Item | Sell Price | Quantity | Value |
---|---|---|---|
UFO Power Source | $250,000 | 1 | $250,000 |
UFO Navigation | $80,000 | 2 | $160,000 |
Alien Food | $5,000 | 0 | $0 |
Alien Surgery | $38,000 | 0 | $0 |
Alien Entertainment | $20,000 | 0 | $0 |
Examination Room | $9,000 | 0 | $0 |
Alien Alloys | $6,500 | 11 | $71,500 |
Elerium-115 | $5,000 | 50 | $250,000 |
Totals | $731,500 |
Also see UFO Recovery Values.
Alien Deployment
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* Needs testing to determine actual number.