Difference between revisions of "Small Scout"

From UFOpaedia
Jump to navigation Jump to search
(→‎Additional Information: cleanup and add some details)
(full rewrite)
Line 1: Line 1:
==General Information==
+
'''Small scouts''' are tiny UFOs which are used for reconnaissance or research. They normally precede larger vessels at the start of an [[Alien Missions|alien mission]].
This tiny craft is primarily used for reconnaissance or research. It normally precedes larger vessels at the start of an [[Alien Missions|alien mission]].
 
  
==Additional Information==
+
Small scouts have no armament, so any craft with any weapon can shoot one down -- provided you can catch up to it to shoot it, as its top speed is better than an [[Interceptor]].
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 [[Interceptor]]s.
 
  
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...
+
Small scouts carry ONE alien. The ship itself yields a single unit of [[Alien Alloys]] and nothing else. 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 two 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 [[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.
+
Small scouts will be destroyed by anything more powerful than a single [[Stingray]] missile -- although even that can destroy them, so if you do not wish to destroy them, craft [[Cannon]]s alone are best. Most scouts land at least once during their mission, so the easiest way to recover a small scout is to follow it with a transport and wait for it to land.
 +
 
 +
The meager payload of small scouts means that you get more [[score]] for destroying them than for doing a [[UFO Ground Assault|recovery]] -- although scout pilots often carry a [[Mind Probe]], making it financially rewarding to attempt a recovery.
  
 
==Recoverable Components==
 
==Recoverable Components==

Revision as of 07:52, 4 March 2007

Small scouts are tiny UFOs which are used for reconnaissance or research. They normally precede larger vessels at the start of an alien mission.

Small scouts have no armament, so any craft with any weapon can shoot one down -- provided you can catch up to it to shoot it, as its top speed is better than an Interceptor.

Small scouts carry ONE alien. The ship itself yields a single unit of Alien Alloys and nothing else. 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 two of you...

Small scouts will be destroyed by anything more powerful than a single Stingray missile -- although even that can destroy them, so if you do not wish to destroy them, craft Cannons alone are best. Most scouts land at least once during their mission, so the easiest way to recover a small scout is to follow it with a transport and wait for it to land.

The meager payload of small scouts means that you get more score for destroying them than for doing a recovery -- although scout pilots often carry a Mind Probe, making it financially rewarding to attempt a recovery.

Recoverable Components

Item Sell Price Quantity Value
UFO Power Source$250,0000$0
UFO Navigation$80,0000$0
Alien Food$5,0000$0
Alien Surgery$38,0000$0
Alien Entertainment$20,0000$0
Examination Room$9,0000$0
Alien Alloys$6,5001$6,500
Elerium-115$5,0000$0
Totals$6,500


Also see UFO Recovery Values.

Alien Deployment

Rank Beg./Exp. Vet./Gen. Super.
Soldiers111
Navigators000
Medics000
Engineers000
Leaders000
Commanders000
Terrorists000
Totals111


See Also

Medium Scout
Large Scout
Abductor
Harvester
Supply Ship
Terror Ship
Battleship