Difference between revisions of "Small Scout"
(→Terrain Maps: previous note was better explained at the top of the page.) |
(Note at top of page refers to the difference between a UFO crash landing and a UFO destruction. The latter leaves not even a crash site to raid; the former leaves an alien sans UFO.) |
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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 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... |
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− | 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. |
+ | Small scouts will be destroyed(not shot down) 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 will get a higher [[score]] for destroying them than for doing a [[UFO Ground Assault|recovery]] -- although scout pilots often carry a [[Mind Probe]], making a recovery financially rewarding. |
The meager payload of small scouts means that you will get a higher [[score]] for destroying them than for doing a [[UFO Ground Assault|recovery]] -- although scout pilots often carry a [[Mind Probe]], making a recovery financially rewarding. |
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</gallery> |
</gallery> |
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+ | Note: If the Small Scout was shot down by an Interceptor, there will be no UFO spawned; the craft is destroyed in the crash landing. |
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− | Note: Likely you will never see this terrain map. |
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==See Also== |
==See Also== |
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[[Medium Scout]]<br> |
[[Medium Scout]]<br> |
Revision as of 23:39, 17 September 2008
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(not shot down) 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 will get a higher score for destroying them than for doing a recovery -- although scout pilots often carry a Mind Probe, making a recovery financially rewarding.
Statistics
Statistic | Value |
---|---|
Size | Very Small |
Max Speed(km) | 2,200 |
Weapon Power | 0 |
Weapon Range(km) | 0 |
Weapon Range(range units) | 0 |
Damage Capacity | 50 |
UFO Downed points | 50 |
UFO Destroyed points | 100 |
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 |
Terrain Maps
Note: If the Small Scout was shot down by an Interceptor, there will be no UFO spawned; the craft is destroyed in the crash landing.
See Also
Medium Scout
Large Scout
Abductor
Harvester
Supply Ship
Terror Ship
Battleship