The advent of second generation VT technology happened nearly simultaneously across all three warring factions. The reasons for this may never be completely understood, but the net result was a continued balance of power across all three factions VT models.
Goodman Manufacturing capitalised upon the success of the original Scare Face name and introduced the Scare Face II. Actually built upon a hybrid support chassis, the model has extraordinary stability and torque for its size.
The Hai Shi Dao fielded the Scare Face II for the first time as emergency reinforcements during the Ta Jong Fields Offensive in November 2084. The wreckage of retreating PRF units burned brightly in the icy windswept fields as the HSD 23rd VT regiment secured Hai Shi Dao's victory. The effectiveness of this VT was instantly apparent with its addition of an even more powerful and longer range sniper rifle option, the 370-SR. Combined with VT guided missiles and the improvements of the 2nd generation VT operating system (F.S.S. and System Safeties Override) this model proved to be very proficient in ranged battles and was deployed in numerous theatres of conflict throughout the remainder of the campaign.
Field Notes
"...give me strength... and a steady hand." Unknown SFII pilot, Feb 2084
The Scare Face II was designed to be the direct antagonist to the PRF
Prominence M1 model. Its performance specs are nearly identical across the board, but it differs in its prefered combat role. Whereas the M1 is geared towards medium to short range engagements, the majority of the Scare Face IIs loadout is distance oriented. This is not to say the T-GND, 100-CG and 315-SB weapons won't tear apart enemies at close range (they most certainly will) but only taking these weapons kind of defeats the whole purpose for taking a Scarey II in the first place, a player might as well take a first generation Scare Face with the same weapons loadout and save the team 20 sortie points.
The 370-SR sniper rifle is a very unappreciated weapon, capable of taking down most second generation VTs in 3 or 4 shots if landed properly. The key to properly using the sniper rifle is in strategically positioning the VT to take full advantage of its stealthy attack capabilities, standing out in the middle of an open plain or back-lit at the top of a hill just won't work. The same techniques that work for other sniper role games apply here; get your VT out of the main travel paths, back up into some trees or in rocky alcoves, shut down and quietly listen and wait. Typically a properly positioned sniper can get off 3 to 5 shots before their position is fully discovered, so of those shots count, an enemy will be severely damaged by they time they close the distance to return fire on the sniper.
Like Prominence M1s, Scare Face IIs can be configured as "missile boats" by outfitting two racks of PZ-MIS and using them to wear down an enemy's chaff resources (only 10 for 1st and 2nd generation VTs) so that eventually missiles will land without being countermeasured. This tactic is even better when multiple missile equipped VTs concentrate fire on a single target.