NAAF PERSONNEL ARCHIVE #323270-663 |
Troop Designation: Scout Role: Light Support, Reconnaissance, Retrieval Specialization: Detection and Tracking
Armor Issued: Green Armor Rating: 50
Armament Issued: Shotgun Ammo Ration: 25 Shells Machinegun Ammo Ration: 75 Bullets Grenades Ammo Ration: 10 Grenades
Special Equipment Issued: Low-Velocity Jump Jet (command: JUMPJET) This jet, when activated, gives the Scout a huge boost, launching her into the air. Perfect way to circumvent obstacles or make it to the roofs of buildings. Cost: 5 cells. Digital Scanner (command: SCAN) Scans the area around the Scout, listing every hostile unit in a 1000 Unit range. Shows unit's health, class, and armor. Even works on disguised Terminators. Cost: 1 cell. DuraCell Personal Battery Pack Capacity: 50 Energy Units Long-Range Flaregun (command: FLARE) Ammo Ration: 5 Magnesium Flares Use the FLARE command to load a flare into your blaster, then fire your blaster to launch the flare. Flares explode (like grenades) after 30 seconds, and in the meantime, light up the area around them pretty well.
Tactical Analysis: The scout's main strengths are detection and mobility over terrain. Her jumpjet is excellent for getting on, over, or around things, making her difficult to chase by the slower, heavier machines. As a result, she should be used for AI chip retrieval runs whenever possible. Her scanner is probably one of the most important tools in the game, as it allows her to detect enemies' overall conditions as they approach the base, and also to scan for disguised Terminators. While the Field Tech can do likewise with his alarms and remotes, he is limited to as many as he can build, and they're stationary and much easier to destroy than a scout, making the Scout a good unit to accompany offense teams. Terminators tend to hang around midfield and mix in with assault squads, and an alert Scout can keep this from happening.