Difference between revisions of "Small Scout"

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(Clarification re XcomUtil)
(Small additions.)
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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 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...
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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 the 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 [[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 always carry a [[Mind Probe]], making a recovery financially rewarding.
  
 
Note that a basic install of [[XcomUtil]] will remove the Small Scout map, preventing it from appearing in missions. Instead only a single alien will be present.
 
Note that a basic install of [[XcomUtil]] will remove the Small Scout map, preventing it from appearing in missions. Instead only a single alien will be present.

Revision as of 19:22, 31 October 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 the 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 always carry a Mind Probe, making a recovery financially rewarding.

Note that a basic install of XcomUtil will remove the Small Scout map, preventing it from appearing in missions. Instead only a single alien will be present.

Statistics

Statistic Value
SizeVery Small
Max Speed(km)2,200
Weapon Power0
Weapon Range(km)0
Weapon Range(range units)0
Damage Capacity50
UFO Downed points50
UFO Destroyed points100


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


Terrain Maps

See Also

Medium Scout
Large Scout
Abductor
Harvester
Supply Ship
Terror Ship
Battleship