The Scout is a flying drone which can be found throughout the map, predominantly in the derelict city area. It acts as part of the automated defense, alerting enforcers to hostile targets.
This section is intended to be an exact copy of what the survivor Santiago, the author of the Manuals, has written. There may be some discrepancies between this text and the in-game creature.
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Model Number
UAV RQ-7Y
Threat Level
Low
Primary Function
Reconnaissance
Field Manual 31-581
Field Observations
By itself, Unmanned Aerial Vehicle RQ-7Y is hardly a concern. Though many of them can be found monitoring the empty streets the abandoned city, they're not aggressive, and their offensive capabilities are limited.
If attacked, they rely on bursts from their thrusters to either take evasive maneuvers or ram the aggressor, and they have no real armaments to speak of. This makes obtaining intact processing cores and spare parts a trivial matter, and as a result we've constructed a number of our own.
Personal Use
Shifting some of our resources to focus on RQ-7Y construction has been more than worth the investment. I managed to turn our TEK binoculars into a remote control system for them, and as a result our scouting teams have been able to cover more ground with far less risk. They simply deploy the RQ-7Y with a specialized grenade, then use its enhanced vision to scout ahead, scan for allied IFFs and track targets.
Just don't try to ride the damn thing. I didn't think I'd have to explain that considering how small it is, but three crashes later, here we are...
The Scout and the Enforcer serve as an automated security force that patrols the futuristic city of Extinction.
Appearance
Scouts appear as small mechanical drones that fly around the skies of Sanctuary, leaving a trail in their wake.
Color Scheme and Regions
Region 0:Thruster Highlights
Natural colors:
8
21
23
28
32
34
36
51
53
Region 1:Body Highlights
Natural colors:
8
21
23
28
32
34
36
51
53
Region 2:Thruster Highlights
Natural colors:
8
21
23
28
32
34
36
51
53
Region 3:Outer Body Highlights
Natural colors:
8
21
23
28
32
34
36
51
53
Region 4:Body
Natural colors:
8
21
23
28
32
34
36
51
53
Region 5:Energy
Natural colors:
2
3
5
7
25
26
28
53
This section displays the Scout's natural colors and regions. For demonstration, the regions below are colored red over an albino Scout. The colored squares shown underneath each region's description are the colors that the Scout will randomly spawn with to provide an overall range of its natural color scheme. Hover your cursor over a color to display its name and ID.
This information can be used to alter the Scout's regions by entering cheat SetTargetDinoColor <ColorRegion> <ColorID> in the cheat console. For instance, cheat SetTargetDinoColor 0 6 would color the Scout's "thruster highlights" magenta.
The player deploys the Scout and access to the Scout's camera and its remote control.
If the Scout was already deployed the player will just access to its camera and controls, unless the player is too far from the Scout based on its Range stat.
The Scout will keep deployed on the area where the player left it unless the player controls it again or call it back to his hand.
While a player has a deployed Scout he cannot mount to any rideable creature.
Call Scout
The player call back his Scout.
Passive
Scout Vision
The Scout's camera has a vision similar to a night and threat detection visions (First person only).
Repair Machines
Whenever the Scout is near a bionical ally (Such as Mek, Enforcer or Tek Stryder) it will start to slowly repair it. This effect is stackable with more Scouts of other players.
Combat
This section describes how to fight against the Scout.
General
Scouts are difficult to fight on foot, as they have erratic movement and the tendency to dodge as one takes aim with ranged weaponry. Upon hitting the scout the scout will put up a shield and proceed to circle around you. The shield will make projectiles do one damage.
Strategy
It is recommended to use a ranged weapon or large tame as scouts often move out of melee range. Several hits will eventually down the scout, causing it to explode and drop a blueprint .
Weaponry
A bow, crossbow or longneck rifle work best if attempting to destroy a scout on foot, otherwise any large or ranged tame can easily destroy a scout.
Dangers
While not posing itself as a threat, it can mark anyone and anything that is not part of the machine workforce within the city, causing both nearby Enforcer and Defense Unit to engage the marked target.
Weakness
Scouts are completely unable to directly harm creatures when wild, relying on enforcers to eliminate those enemies that the scout marks.
Taming
Scout cannot be tamed by default. To be able to own one of such creature, one must craft them from the following:
To be able to craft anything better than a level 1, roaming Scouts have to be destroyed. On death, it leaves behind a blueprint as a dropped package at where it died. All Blueprints above Journeyman can only be made in the replicator with various level (scaled to the wild that was killed), stat and grade.
Upon deployment with at least 20 Element Dust, the survivor who deployed it will take control of the mechanical drone and fly around. The Scout will consume element dust from the player's inventory, with the energy gained from doing so varying depending on the quality of the blueprint.
Blueprint mechanics
A destroyed Scout drops a blueprint that has the exact same level and stat distribution. The blueprint has no quality and its crafting cost is proportional to the fallen Scout level. The blueprint can be used only once.
Statistics
Scouts have a unique statistics pattern.
The usual Health stat affects the number of shields.
The usual Food stat affects the amount of energy available per Element Dust.
The usual Crafting Skill stat affects the maximum range.
The usual Movement Speed stat affects the speed multiplier.
A built scout can be deployed by throwing a pod resembling a grenade. Upon deployment, the player will look through a pair of Tek binoculars (Scout Remote), seeing from the perspective of the scout. The scout can be used to perform short-medium range reconaissance and mark friendly and hostile targets. The environment will appear black and white, while creatures are highlighted in blue, green, yellow, red and teal. Blue represents creatures that are not currently hostile, green represents friendly tames, yellow represents creatures that are currently fleeing, red represents creatures that are currently hostile, and teal represents creatures that have died.
You can mark targets with a laser beam. To remove the mark hold the action button down and drag the laser beam indicator off of the target you had marked.
Roles
Danger Seeker - The Scout can scan for nearby hidden allies and enemies and mark them.
Mek Healer - When hovering near a Mek or Tek Stryder, the Scout will rapidly heal it. Make sure to get the scout very close, almost touching, the dino inorder for it to work. You will see the arms of the scout begin to repair your tame
Aggro Master - Scouts are notably cheap, capable of flight - even inside caves - and able to be controlled with atomic precision, all while still being able to get the attention of nearby aggressive creatures without making any kind of "mention" to the player that deployed them. Together, those attributes make them perfect for moving wild creatures to were you want them, be it just away from you, a trap, or a smoldering pit of lava. A practical example of this function is using them to take the Wild Giganotosaurus found in the Tek Cave out of the way.
Scouting - The moment a player gets close to an Element Vein, it is triggered and have to be completed or abandoned(will disappear). However, Scout will not trigger the Element Vein, so one can observe the difficulty of an Element Vein via a Scout without having to do it.
Scouts are one of the only 3 creatures that aren't capable of inflicting damage with their attack with the others being Diplodocus and Lymantria.
You will not be able to mount when the Scout is deployed since it acts like a mount mechanism itself.
You can whistle to bring it back by right clicking when it is deployed.
The marked tags are only visible when the Scout is deployed. As soon as it returns to your inventory, the mark will disappear. To keep it marked you will have to trigger the scout again before the Scout Remote status effect runs out. Remember that you cannot mount other creatures while under the status effect. As such, the marking feature is of rather limited use, specially in single player.
"TEK Binoculars" was referenced by Santiago in Scout's Field Manual, which was one of the planned standalone update for Tek.