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Max No. of Player Operators 1
Total Armor/Health Points 300
Movement Speed Medium
Air / Ground Ground
Classification Light Armor

The Scorpion is an armored battle buggy with decent offensive capability and good speed.

It is a well-rounded vehicle that is equally effective against infantry and armor.

Movement[edit]

Normal movement keys are usable from the pilot position to move forward, backward, left or right. Pressing the jump key causes a special afterburner mode detailed below.

Primary Fire[edit]

Primary fire is a plasma-charged mortar round that fires in a slight arc. It is effective against infantry and armor alike.

The plasma mortar is especially effective against Mantas, and it will home in on Mantas if fired near them. The mortar hits Mantas for lots of damage; two hits will usually destroy a Manta from full health, and a single hit is often enough to knock the pilot out of the Manta.

Secondary Fire[edit]

Secondary fire deploys a set of wide blades in the front of the buggy that slice and dice any infantry they touch.

Special Abilities[edit]

Pressing the jump key engages a turbo-boost that hurtles the Scorpion forward for a few seconds at breakneck speed. Steering is virtually impossible while in boost mode, and for a couple seconds afterwords, so be careful where you are pointing when you use it. A player can engage the boost while aiming the Scorpion at an enemy, then press the USE key to eject while boosting. If a player ejects, the Scorpion will. detonate when it comes into contact with annother vehicle or any other obstacle, dealing 600 damage with a direct hit.

Strategies & Tactics[edit]

  • Use the boost to escape from heavy armor or AVRiLs.
  • While not as fast as a Manta, the Scorpion is a good choice to get across the battlefield quickly.
  • If you're unlucky enough to encounter a Darkwalker, your best bet is to kamikaze straight at it. Although it's a bit of a gamble, if you manage to hit one of its legs the scorpion will explode, carrying the splash damage over to the body. If successful, this can do crippling amounts of damage to a Darkwalker.
  • If you have enough ammo, armor, and health to escape once you jettison from your Scorpion, consider self-destructing on a Nemesis. As the attack does 600 damage with a direct hit, the Nemesis will instantly be destroyed.