Difference between revisions of "Small Scout"
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It carries ONE alien in it. The ship itself yields one unit of [[Alien Alloys]], has no navigation, power source, or whatever. It resembles a Lunar Lander on legs; to enter, you have to walk under it and ascend a gravlift. No real reason to enter it though, there's usually nothing interesting there. The only thing that could be there is that one alien, and you can just shoot up the gravlift to kill him. Plus you can't ascend if he's there, since there's no room for 2 of you... | It carries ONE alien in it. The ship itself yields one unit of [[Alien Alloys]], has no navigation, power source, or whatever. It resembles a Lunar Lander on legs; to enter, you have to walk under it and ascend a gravlift. No real reason to enter it though, there's usually nothing interesting there. The only thing that could be there is that one alien, and you can just shoot up the gravlift to kill him. Plus you can't ascend if he's there, since there's no room for 2 of you... | ||
− | If, for some reason, you wish to shoot it down and not blow it out of the sky, you cannot use anything more powerful than | + | If, for some reason, you wish to shoot it down and not blow it out of the sky, you cannot use anything more powerful than a single [[Stingray]] missile, but even that can destroy it so craft [[Cannon]]s alone are best. Note that the lack of aliens and items to recovery mean that you get more score for destroying them, however you may want to down one of these your first UFO mission if that is the one you first spot, so it can be worth leaving one of your interceptors with its inital loadout for the first few days until you have completed a UFO recovery. |
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==Recoverable Components== | ==Recoverable Components== |
Revision as of 06:58, 4 March 2007
General Information
This tiny craft is primarily used for reconnaissance or research. It normally precedes larger vessels at the start of an alien mission.
Additional Information
First off, its got no armament, so anything can shoot it down, with enough ammo. Assuming, of course, that you can catch up to it to shoot it, as its top speed is better than your Interceptors.
It carries ONE alien in it. The ship itself yields one unit of Alien Alloys, has no navigation, power source, or whatever. It resembles a Lunar Lander on legs; to enter, you have to walk under it and ascend a gravlift. No real reason to enter it though, there's usually nothing interesting there. The only thing that could be there is that one alien, and you can just shoot up the gravlift to kill him. Plus you can't ascend if he's there, since there's no room for 2 of you...
If, for some reason, you wish to shoot it down and not blow it out of the sky, you cannot use anything more powerful than a single Stingray missile, but even that can destroy it so craft Cannons alone are best. Note that the lack of aliens and items to recovery mean that you get more score for destroying them, however you may want to down one of these your first UFO mission if that is the one you first spot, so it can be worth leaving one of your interceptors with its inital loadout for the first few days until you have completed a UFO recovery.
Recoverable Components
Item | Sell Price | Quantity | Value |
---|---|---|---|
UFO Power Source | $250,000 | 0 | $0 |
UFO Navigation | $80,000 | 0 | $0 |
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 | 1 | $6,500 |
Elerium-115 | $5,000 | 0 | $0 |
Totals | $6,500 |
Also see UFO Recovery Values.
Alien Deployment
Rank | Beg./Exp. | Vet./Gen. | Super. |
---|---|---|---|
Soldiers | 1 | 1 | 1 |
Navigators | 0 | 0 | 0 |
Medics | 0 | 0 | 0 |
Engineers | 0 | 0 | 0 |
Leaders | 0 | 0 | 0 |
Commanders | 0 | 0 | 0 |
Terrorists | 0 | 0 | 0 |
Totals | 1 | 1 | 1 |
See Also
Medium Scout
Large Scout
Abductor
Harvester
Supply Ship
Terror Ship
Battleship