Scout

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Scout

Appears in: Beyond the Rift


Strengths: The Whe scouts are trained as spotters, point men, and a saboteurs. They are capable of sneaking into enemy encampments and planting their explosive Vehon where they will do the most damage. Scouts make dangerous snipers if pressed into direct combat.
Weaknesses: Whe generally follow the same tactics every time when dealing with a threat. It is only after these tactics fail to work, will the Whe begin to improvise and come up with a new plan of attack.
Common Tactics: The tactics employed by scouts will vary with their mission. When searching for the enemy, scouts are trained to keep their distance and observe from cover. When acting as a point man, a scout will lead an infantry squad the point of spearhead forma- tion, and march roughly 10m ahead of the rest of the team. As snipers scouts are trained to avoid direct combat at all costs. They will select a target and shoot from the maximum distance at which they can still hit. After eliminating the target the sniper will evade the enemy and retreat as far away as possible, returning several hours or days later to again harass the enemy. Scouts will only snipe continuously if pinned down or giving fire support to their team during a confrontation. cal conditioning of the all the Whe soldiers. Assault troopers are well trained with the weapons at their disposal, but the Whe high command has limited their training because assault troopers have the highest casualty rates of any of the Whe troops and are often considered expendable.


Race Gender Height Weight SC BP IM Sighting Mod. TOTAL XP
Whe M 6'4" 160 lbs. 5 7 -1 +22 32,000


STR MD IQ AGL CON AGR INT CHA TK ML Per Bar
60 60 50 78 60 75 65 30 43 73 33 13


CHEM RAD BIO MENTAL POISON SONIC ELE FIRE ACID COLD
19 24 19 45 24 24 44 24 24 29


Skill Level UPS
Agility 1 -
Alertness 1 -
Archaic Hand Weapon 2 +04
Camouflage 4 90
Climbing 1 62
Concealment 4 90
Detect Concealment 4 90
Demolitions 1 60
Infiltration 3 80
Martial Art (Jus) 2 74
Scouting 3 85
Set Traps 1 60
Sighting 3 -
Stealth 6 112
Swimming 1 60
Tracking 3 85
Whe Hoverboard 3 82
Whe Mass Doubler 1 +04
Whe Projectile Weapon 2 +08
Whe Rail Gun 3 +12
Whe Vehon 1 +04


Weapon UAN MN SS ROF Q Dam IR P Other
XK8 Railgun 25/25/25/30/40/50/60/70 97 100 1 15 2-12 2 N/A THR-R = 8, 2 spare magazine
Waks4 Pistol 70/60/55/25/05/-30 98 99 1 8 1-6 1 N/A 6 spare magazines


OR


Weapon UAN MN SS ROF Q Dam IR P Other
Emis 6 Rifle 85/75/70/60/50/40/20/10 96 100 2 17 2-8 1 N/A 3 spare magazine
Tramier8 Pistol 70/60/55/25/05/-30 91 97 1 12 2-8 1 N/A 4 spare magazines
Laser Knife 50 100 85 2 5 2-8 1 02 N/A


Armor THR AI AR ELE EMP FIR CLD CRT Other
Akfu Helmet 7 12 5 - 30 45 45  ? N/A
Akfu 5 24/24/12/24 10/10/5/10 - 30 45 45  ? A-grav(-40), Atmospheric Processor, FOF Transmitter, Insulation (EMP), Rad-Liner, Rebreather, Sensor Suite 1, Waste Processor


Ammunition Commonly Carried: Standard, Flash, Hologram, Incendiary, Smoke, StarShot


Grenades, Mines, Missiles, Etc.:

Grenade Type UAN MN SS ROF Q Dam IR P Other
Vehon 1 80/60/25/00 97 50 1/6 1 2-12 1 N/A standard damage, timer detonator, sticky anchor
Vehon 2 60/40/5/00 95 50 1/6 1 4-24 2 N/A concussion damage, impact detonator, No anchor
Vehon 3 40/20/-15 96 50 1/6 1 8-48 1 N/A disintegration damage, timer detonator, magnetic anchor


Equipment:
Hoverboard
Heal Cube
Rations






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