• This article covers the Ghorkov unit Ghor-Scout.

    (This article is currently under construction!)

    1 Statistics

    Placeholder. This entry will list the vital game stats of the object in the list and table forms. Alternatively, it could be assigned into a separate module here.

    2 Overview

    Placeholder. This entry will cover general descriptions for the object from the lore and gameplay perspectives.

    3 Attributes

    Placeholder. This entry will cover more detailed and specific descriptions for the object.

    4 Technology Upgrades

    Placeholder. This entry will cover technology upgrades available for the object in the single-player campaigns.

    5 Gallery

    Placeholder. This entry will contain various pictures and artworks of the object from the game. Alternatively, it could be assigned into a separate module here.

    6 Trivia

    Placeholder. This entry will contain some miscellaneous aspects of the object that is not essential.

    7 Notes

    Placeholder. This entry will contain any brief additional information about the object.

Original Urban Assault help files entry.




Weapon type:None
Machine gun:No
Fire rate:N/A
Hit points:*
Best used against:N/A

This surveillance satellite is hard to see due to its small size, although its presence is given away by the unusual, high-pitched whine it emits. The best weapons to use against it are anti-aircraft guns and homing missiles. The Wasp, Fox, Weasel, Hornet, and Falcon have all had success against it. The Ghor-Scout is seen from early in the campaign.


(This article is under construction!)

This section contains basic in-game information and properties of the object.

Single-Player & Multiplayer


Vehicle NameGhor-Scout
Vehicle ID29
Vehicle ClassSatellite (ufo)
Energy6000 (60)
Radar Range4
AI Flight Altitude500
AI Attack Distance (vs Sectors)150
AI Attack Distance (vs Units)100
AI Retreat Distance (vs Sectors)10
AI Retreat Distance (vs Units)50
AI Task Preference Rating0 (vs Host Station)
0 (vs Aircraft)
0 (vs Helicopter)
0 (vs Tank)
0 (Sector Conquest)
10 (Reconnaissance)


* The unit of time used in the game engine/data script is in milliseconds by default.

* All energy values that appear in the game are divided by 100 from the actual engine/data script values.

* Player-controlled units will receive -60% incoming damage and increased manoeuvrability, as well as alternative firepower.

* AI-specific parameters such as flight altitudes or attack patterns are completely ignored when the unit is directly controlled by the player.

* AI-controlled air units can override their pre-set flight altitude values when targeting player-controlled vehicles above them, or when attacking host stations.