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Fire Scorpion 2

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Tech
Clan
Mass
65t
Intro
3060 Clan Invasion
Rules
Standard
Cost
6.63M C-bills
Move
Armor
224 pts

Machine Gun ×4Ultra AC/20LRM 10 ×2

Fire Scorpion 2 line art

Art © The Topps Company · Catalyst Game Labs

SkillPVSkill 0 72Skill 1 64Skill 2 56Skill 3 48Skill 4 40Skill 5 36Skill 6 32Skill 7 28Skill 8 24

Availability by era

7 eras · 2 factions

GunPilotAdj BV
G014,040
G123,533
G232,938
G342,309
G451,749
G561,504
G671,347
G781,189
G881,119

Piloting rides one point worse than Gunnery, capped at Piloting 8, the conventional pairing. Regular is Gunnery 4 / Piloting 5.

Recognition notes

The Fire Scorpion 2 is a 65-ton heavy fielded as a missile boat, cruising at 43 km/h and topping out at 65. It carries an Ultra AC/20 in the left torso alongside a pair of LRM 10 racks and four machine guns, all in the right torso, where an active probe is also mounted. Inner Sphere anti-personnel pods are fitted to the front left leg, front right leg, rear left leg, and rear right leg, and the machine carries a reinforced head cowl. Standard armor covers its endo steel structure, and Field Refit assembles it at various sites.

Armor & loadout

FIRE SCORPION 2
BallisticMissile
Weapon / EquipmentLocQtyAmmo
BalLT120 rds · 4 t
MslRT ×2224 rds · 2 t
BalRT ×44200 rds · 1 t
electronicsActive ProbeClanRT
defensiveA-PodISFLL · FRL · RLL · RRL