Scout

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ALLEGOPEDIA
About History
FACTIONS
Belters Bios
Dreghklar Ga'Taraan
GigaCorp Iron Coalition
Omicron Hive Rixian Unity
Technoflux Draconium
Phoenix Valkyrie
SHIPS
Buying Ships
Small Class
Eject Pod Interceptor
Fighter Scout
Stealth Fighter Other Small Ships
Medium Class
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Gunship Stealth Bomber
Troop Transport Other Medium Ships
Capital Class
Assault Ship Attack Carrier
Battlecruiser Battleship
Corvette Cruiser
Destroyer Devastator
Freighter Frigate
Other Capital Ships
Ship Equipment
Dispenser Items Missiles
Weapons Other Equipment
AI Drone Ships
Carrier Caltrop
Constructor Miner
Tower Other Drones
BASES
Buying Bases
Minor Bases
Outpost Refinery
Teleport Receiver Other Minor Bases
Special Bases
Garrison Shipyard
Technology Bases
Expansion Complex Supremacy Center
Tactical Laboratory Other Tech Bases
Abbreviation: None

Scouts are the most utilitarian ship in the game. They explore the map, monitor enemy movements, deploy sensor probes, and most importantly they are the only ship that can carry the nanite repair system.

At the beginning of every game, Scouts play an essential role in detecting alephs, asteroids and enemy presence. Should they run in an unescorted constructor or miner they should be able to destroy it alone if it's still early in the game. They must also support the constructors that are going in unsecured territory using their Nanite Repair System, along with other escort ships.

All game long, it is mandatory to have deployed probes to see the enemy's movements. Whether it is for spotting incoming threats, constructors or miners, probes are the eyes of the team. An unprobed sector can often result in being surprised by a full bomber run. Scouts, along with their probes, spy on the enemy, detect their stations, ships, including their utility ships, thus allowing for assaults on all of those while preventing surprise attacks.

Later in the game, scouts play a key role in supporting bombers as they travel in deeper space and enemy territory. Stations are always heavily defended, and Nans are often what makes the difference between success and failure. A team that always has quality Nans standing by usually wins. Nans are also used during heavy troop transport assaults to repair it as it captures the station. Nans are also essential in saving miners under attack.

Scouts are used in teleport probe assaults, as they are the ones deploying the probe which is central to the assault.

Ship statistics

Information taken from AC02. Values are representative only (many factions have had their ships individually tweaked for balance).

Mk I - Scout
Scout icon

Available to all factions from beginning of game.

Ship Handling Equipment
Armor class Light Mass 40 Weapons One (Gatt, dis, or nan)
Hitpoints 200 Max thrust 1200 Missiles Quickfire, Seekers, or Dumbfires
ECM 1 Power-weight ratio 30 Turrets -
Scan 2800 Max speed 160 Shield Small
Signature 75% Turn rate 0.87 Booster Retro
Energy 1200 Torque-weight ratio 4.4 Cloaking device -
Recharge 60 Riptime/cost 10 secs / 1000 Dispenser Mines (all kinds), probes (all kinds)


Mk II - Advanced scout
Scout icon

Requires a starbase to research. Available until end of game.

  • Hitpoints increased to 225
  • Scan increased to 3000
  • Sig reduced to 50%
  • Energy increased to 1500
  • Max speed increased to 180
  • +1 missile per rack
  • Fuel increased to 5
Mk III - Heavy scout
Scout icon

Requires Adv scout and any techbase to research. Available as long as at least one techbase exists.

  • Hitpoints increased to 250
  • Scan increased to 3400
  • Energy increased to 1800
  • Thrust increased to 1440
  • Fuel increased to 6
  • +1 missile per rack
  • Can mount quicklaunch missiles
  • +1 item per dispenser slot
  • +1 turret (Mini-AC only)

Factions

Bios scout

Bios
  • Can mount heavy cloak.
Belters scout

Belters
  • Can mount booster or light booster
  • Can not mount small shield
  • Has extra hitpoints compared to other factions' scouts
  • Can purchase a sanctuary for $100
  • Heavy scout can mount minigun in its weapon slot.
Dreghklar Empire scout

Dreghklar Empire
  • Nothing special
Ga'Taraan Federation scout

Ga'Taraan Federation
  • Has a 2nd weapon slot, which can only mount a nan.
  • Can not mount quickfire missiles.
GigaCorp scout

GigaCorp
  • Once heavy scouts are researched luxury scouts become available for $500 each.
    • Mini-AC turret is replaced with a full-AC turret.
    • More equipment capacity.
Rixian Unity scout

Rixian Unity
  • Can not mount missiles
  • All non-heavy scouts are smallrip scouts (SR)
    • The Scout (SR) can have other small class ships ripcord to it, except basic fighters.
    • The SR version has higher signature (90%/80%/70%)
  • The heavy scout can mount mini-AC on its weapon slot (the hvy SR version cannot though)
  • Basic scout has longer riptime (15s)
Iron Coalition scout

Iron Coalition
  • Can purchase a rescue probe for $250.
Technoflux scout

Technoflux
  • Can not mount missiles.
  • Can equip light booster.
  • Has a 2nd weapon slot which can only mount dis or gatt.
    • The Adv version can equip a nan in this 2nd slot
    • The Hvy version gets a 3rd weapon slot which can only mount dis or gatt.
  • Can purchase a rescue beacon for $100.
  • Technoflux use plasgens instead of prox mines (although the two are interchangeable)
Omicron scout

Omicron Hive

  • Nothing special
Phoenix scout

Phoenix

  • Nothing special
Draconium scout

Draconuim

  • Nothing special

See also