In-Game
Classes
Weapons
Equipment
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Concept Art
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Weapons:
Pistol
   
Pulse Rifle
     
Sniper Rifle
   
 
   
Equipment:
Tracker
     
Night Vision
 
     
 
Start Health:
 150   Max Health: 200
   
Start Armor:
 0 Max Armor: 50
   
 
   
Speed:
 Fast  
   
   
Attributes: 
Only marine to carry the Sniper Rifle. Also carries the Motion Tracker. This character is used for his speed and accuracy.
     
     
     
 
 

Class 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 scout’s 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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