Move: 480
Attack: 9
Hit Points: 90
Cost: RU 350 (3 craft)
Armament:
1 x Autogun ("Pea Shooter")
1 x Small EMP
Upgrades:
Sensor
Ping:
500 RU
EMP:
1500 RU
Scouts
are little more than a powerful engine strapped to the
smallest cockpit in the fleet. Besides being excellent
intelligence platforms, Scouts are often used to harass
noncombat vessels, though this should be viewed as more of a
psy-op role than an effective way of punching holes in
hulls. The Scout chassis can be upgraded to house a directed
Electromagnetic Pulse weapon that, in sufficient numbers,
can temporarily disable an enemy ship.
The Scout has a
superior sensor range and can detect cloaked ships within a
certain range. Scouts depend on speed and maneuverability to
evade enemy fire when attacked.
"The
Scout, for example, you can give ‘em an EMP or
Electro-Magnetic Pulse. It actually disables other ships for
a limited amount of time. So this way if there’s a
Battlecruiser that’s just destroying your ships, you EMP
him, and he can’t do anything for a few seconds." - Josh
Mosquiera, Lead Designer
"3"
- Cei Gladstone, Programmer (referring to the number
of scouts in a squadron)
"In the sequel, it will be possible to research
technologies that let you build new types of ships as well
as technologies that let you improve the ones you have. For
example, the cheap scout can be upgraded with an attack that
temporarily disables ships and an active sensor that
"pings" enemies further away to better keep track
of enemy movements on the game's sizable maps." - Sam
Parker, GameSpot
They
look like scouts, and travel in packs of 3, so it seems
a logical assumption to say that they're probably scouts.
In
this Research
Interface screenshot, the Scout is listed as having an 'EMP
Blast" ability.
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