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Weapons:
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Pistol |
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Pulse Rifle |
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Sniper Rifle |
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Equipment:
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Tracker |
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Night Vision |
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Start Health:
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150
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Max Health:
200 |
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Start Armor:
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0 |
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Max Armor:
50 |
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Speed:
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Fast |
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Attributes:
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Only
marine to carry the Sniper Rifle. Also carries the Motion
Tracker. This character is used for his speed and accuracy. |
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Background:
Though more traditionally
used in open battlefields against human armies, the scout
has a adapted a unique and useful role when fighting the
xenomorphs. The scout is lightly armored and carries the
CMC standard M41-A pulse rifle smaller and weaker
than the M5, but allowing the scout to run faster and
be more mobile without losing much of his effectiveness.
The scout also carries the Motion Tracker to offer invaluable
intelligence on the location and distance of approaching
enemies, as well as key mission objectives. The scouts
final and most useful weapon is a high-powered sniper
rifle, using advanced electromagnetic technology to fire
a supercharged uranium slug into a target at nearly the
speed of light. This projectile bypasses all known forms
of xeno armor, and can blow holes clean through the smaller
drones. The rifle is difficult to aim at close range,
but comes equipped with a short range scope allowing the
scout to plant himself in a strategic location and cover
vital hallways or large rooms. The weapon is also one
of the few we have that retains its maximum effectiveness
against heavier and armored xenos. |
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