It's just 50 HP(Directors Cut they have 350), but each packs a mean punch and can seriously damage a Ranger party. The mini-Scorpitrons should be dealt with first.Without it, the Tail will chew Rangers apart. Cover is essential against the Scorpitron.Lost miniatures are replenished every four turns. The first batch is deployed at the beginning of combat automatically. Four mini-scorpitrons are deployed and once they're gone or converted to the player's side(not immediate - for a minimum number of turns, maybe 3+?), the Scorpitron will deploy four more. Mini-scorpitron: The Scorpitron will fire miniature versions of itself from the launchers on its back.It fires twice and deals damage on both passes. Flamethrower: For dealing with close range threats, the Scorpitron will switch for a single round to a flamethrower and sweep the area in front of it in a wide arc.Although it deals low damage per shot, it fires up to eight in a burst, making it a very dangerous tool Scorpitron tail: A rotary cannon mounted on the tail is the default weapon of the Scorpitron.Of course, that isn't quite as obvious, as the synth has plenty of tricks up its sleeve: Luckily, it remains stationary in actual combat, meaning it's possible to stay at range and pelt it with gunfire. It boasts an insane amount of hit points and an array of weapons that will cause problems for all squads, no matter how well equipped they are. The Scorpitron is the most powerful combat synth encountered in the game. A massive combat walker mass-produced at the government bunker beneath Seal Beach, the Scorpitron is a frightening monster built for navigating any kind of terrain, including urban ruins, and bringing a terrifying amount of weaponry to bear on its targets.
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