I tried to have the ogre chuck some dynamite since the minigun wasn't working out, but he was wildly inaccurate. Good thing I saw that coming and had set the timer for 3 half turns. Jade Witch picks it up here to finish the job.
Bang on target.
Manatee works on the ogre on the other side of the hill, scoring a hit but not putting the bastard down. They be tanky fuckers, this one has taken quite a few shots already.
Speaking of tanky fuckers, I opt to run in the other nearby werewolf, who wasn't even harmed last turn. He manages to land a claw attack on the mechoid but then runs out of energy. He's probably fucked.
I also promptly forgot about the dynamite I just threw and gunned down the mechoid with Optimist, as well as taking out the ogre. And accidentally killing the sleeping ogre he was next to. Fuck. Whatever, survival is more important.
Turns are getting shorter, but still damned scary, especially since the high level dickheads are probably still holed up inside.
Yeesh, or wandering outside beyond our vision. That was rather close.
Yeah, doggo down. Well, it kept the guns off Echidna at least.
Err...
Oh man. Turn 12. I remember turn 12. Not. That was hours ago. I need to do these in smaller chunks. Also, I needed to sleep like 3 hours ago, so this update might get really confused, vague, or incorrect.
Well, Echidna lives on.
This is probably the route we want to take, but I'll leave the attempt until the end of the turn, to hopefully trim some enemies and make it safer.
Really wish I could send her back to snag the werewolf and the safety of the ship, but she's having massive energy issues now that her freshness has gotten low.
We'll send some others out for rescue duty instead.
Looks like the wolf has 3 wounds. I was wrong before when I said they do 3 damage each per turn, it's only 1. I was confusing it with a stat from the poisoner title.
WP Mortar is satisfying, but ultimately ineffective on these fuckers. Annoying.
We managed to down an ogre without killing it. Though it is on fire so... good chance it dies anyways.
Another possible escape route. If she had a vibro sword and a bit more energy, I'd consider it. She could probably stand in a small room and kill anyone that tried to find her easily, like the Rimrider base.
We opt for the roof instead. Those dark patches are ventilation grates I believe. Probably easy to blast your way through. Would make for an interesting strategy.
I'm including a lot of these because it's difficult to convey when the enemy turns are happening otherwise. Wouldn't matter much on an easier mission, but here any enemy turn is a big deal.
Mostly because they're fucking legion and the whole map is a crazy firestorm with lasers and plasma flying everywhere.
Fortunately, not all the enemy weapons are fucking 170 damage death blasts. The funky blue fleshlight looking things only deal around 0-60, which our armour can kind of handle, somewhat. Tactical less than chain, which is shiny.
And of course ogres can tank it by virtue of having over 150 health.
Ogre isn't on fire or bleeding, but he is choking to death. We can probably save him.
Jade Witch digs out one of the spare extinguishers from the weapon locker.
All this smoke is shit for recovery, but it better than being on fire.
Good thing these turn transition screens are varied and cool looking.
One advantage we have is that enemy weapons, especially the really strong ones, leave a lot of particles hanging in the air when they fire, giving us a good idea of where the enemies are at.
We've got a lot of wounded right now.
Not helping!
She's not TOO injured, but this shit is racking up, and that freshness is way too low. So is morale for that matter.
Enemies continue to pour out of the bunker. The ogres and mechoids are so fucking tanky too!
Echidna was carrying a poison grenade, and I elect to make use of it here. Rather than risking a toss fucking up and landing on her toes, we just fly overhead and drop it from our hand for 2 TUs. Nice and easy.
Hah, what a ridiculous image. Who would make girls fight in swimsuits, right guys?
Gas grenade seemed to work pretty well, took out at least one enemy for sure, though we no longer has LOS on them.
Ruh-roh.
That is... not a good place to stand with 0 TUs.
Turn 19 now.
I couldn't catch it, but the enemy started mental attacks at this point, targetting the werewolf. His morale is basically untouched, so I'm not too concerned. It must be a weakling doing it.
I try lobbing in an EMP shot on a mechoid, but the trees make it nigh impossible to get a clear shot.
And then I realize that howls work on the little armored fuckers. Like, really, really well. They must have fuck all daze resistance and rely entirely on armour. Wish I knew that 15 turns ago.
Echidna is stll safe, but also still bleeding out. Wish she had carried a healing gel around, but honestly I figured if she got hit she'd be dead anyways.
The werewolf who was on fire many turns ago. These things are indispensible in a mission this long.
Fucker! God damned sniper spotter peon cunts!
Well fuck, she's basically out of commision now, I don't want to lose her.
We'll hide behind the ship for now.
Mechoid capture successful!
We can't quite get all the way back to the ship, but pretty close.
Turn 24 now. At least turns are a bit faster now.
We've basically got everyone back aboard, aside from the werewolves as sentries, and our wounds are healed. We've got some interesting prisoners now, and I'm tempted to just leave, as we've been taking hits pretty steadily and the enemy numbers still seem quite high. However, what I really want from here is that purple shield tech, and neither of these two will have it, I think. Also, at some point that ogre died. For some reason, we can't cure it's stun the way we can with other characters. Weird.
If I'm going to tough this out, I want Manatee to at least be able to move and fire in an emergency, and that 6 freshness is going to make her a liabilitiy.
These cigars are pretty awesome for recovering freshness, provided you've got the hp to spare.
Sadly, we do not have the hp to spare- we need enough to not get knocked out by the stun damage.
We
We'll settle for the buddha smokes, which are like 1/6th of a cigar, and a bit less efficient health to freshness conversion wise.
We'll also drop our weapon, in case she goes crazy and starts firing randomly. Again. Yeah I didn't catch that with a screenshot but she totally went nuts inside the ship earlier.
And here we have my biggest fuckup of the whole mission. Echidna lands right in front of this dude, with the intention of stunning his ass. We somehow have literally 0 energy though. We can't even walk away a single tile, and won't have deflection if he shoots us.
At least he's got one of the real shitty guns, so maybe she'll get knocked out and live?
I don't trust that, so I have her hover upwards a tile (which costs no energy) and Jade runs in to try stun the fucker with a baton. She misses one of the two swings she gets though, and he's still standing.
Tac Armour has shit evasion, only 5% rea and 20% melee, so there's a good chance this guy can bypass it and shoot our poor catgirl.
So I bring Optimist in on things too. Hopefully he doesn't shoot her feet off. Probably should have hovered higher before doing this.
This is kind of hard to parse, so here's a description of what just happened. Optimist merdered the fucker easily. Enemy turn. The peon, which had been losing his shit for several turns, gets the balls to pick up his gun and shoot Echidna from below, killing her. Then the second hybrid further away, which couldn't have hit Echidna due to the tree foliage in the way, lands a shot on Jade Witch instead, killing her too. Two hands down in an instant.
Echidna II was my favourite hand so far. The way she took down all those enemies in the Rimrider base was fucking legendary. I should have saved a stasis pod for her.
Losing the last of our original escapees is a tragedy as well.
Oh, and for bonus points, the enemy succeeds in mind controlling our werewolf on this turn, and he walks over and claws a nice big hole in Optimist, bringing him under 20 health. The mission just went from under control and very promising to absolute shitshow in about 3 seconds real time, all on the enemy turn.
It's at this point I remember that aside from voodoo strength and defense, DISTANCE is a massive factor in the success rate of these powers. And I've got no idea who is using them or from how far away. We regain control quickly, but our werewolf is now on death's door, and with zero freshness he can howl maybe once per turn from now on. Shit.
Oh, and Manatee just passes out now. There's just no way to recover enough freshness with smokes without losing enough hp that the stun buildup won't do this anyways. Catch-22, and part of why I really like titles and items that can passively recover stun, even if it's fairly easy to do with consumables. Also why Poisoner titles are amazing; they could allow us to keep using smokes and regenerating health, not very high but enough to stay on our feet at least.
I'm mostly just using the craft doors to take potshots at this point. Also, seriously considering fleeing again. Would be an utter disaster to lose our two best hands just for a couple mediocre prisoners though.
Fuck, one of these might make it worth it though. I'd imagine they'd unlocked shield tech, and maybe other cool shit too.
We're in no position to try though. Optimist has swapped out for a sniper rifle and takes him down in one shot from a safe distance.
Turn... THIRTY FIVE. Jesus.
Desperately wanting to catch one, I swapped Optimist to a Magnum instead, and he took a shot that broke shields on a technician without outright killing it. It fell down from it's wounds a couple turns later. SCORE!
And on my way to retrieve the prize we run into this. Guess we know who was doing the voodoo. Also, that gun is shit! Get him! Or so I'd like to say, but everyone already moved and shit this turn... it's just Robroy standing in front of him helplessly.
Welp...
Oh, and we've still got enemies firing at us from all angles well beyond our line of sight. Kind of wish I'd brought night ops now, at least one. Or a BETTER SHIP.
Or hell, arrived in the daytime, not that we had the luxury of waiting for that. All this fire provides a lot of light, but the smoke kind of counters that, and we still can't see shit from further than they see us, even if they're near a fire.
Not captured well here, but Robroy made a hail mary toss of a stun grenade at the elder after surviving the enemy phase... and it hits! And knocked the little fucker right out!
Also, Optimist has been one shotting everything he shoots with this magnum. From long ranges too, just sniping fucking hybrids easily. He is, without a doubt, the MVP of this mission.
Tits Randier, OTOH, is undoubtably the cockup of this mission. She just got mind controlled and dropped a poison grenade at her feet, fucking up Robroy. At least she had a helmet to mostly ignore the gas. Aside from utterly fucking the freshness of both of them.
Optimist downs his sixth enemy, and is out of ammo. I, uh, didn't expect to need this gun 6 turns in a row like this. He was supposed to tag a technician and switch to something else. We're pretty out of position now.
Oh, and he's been tanking shit he has no business tanking. That Doom armour must have some badass resistances.
Enemies still coming out of the woodworks with those crazy plasma guns or whatever they are.
At some point the last of our werewolves died. Aside from being a massive problem since, you know, they are our only renewable source of meat shield, the howls were also a reliable way to keep the prisoners on the floor. The next time that Mechtoid wakes up we'll need to kill it.
Which is right about now. And actually, we can't kill it, because we lack the TUs to spare. Shit. In retrospect I should have shoved it in the corner by the window without a weapon underneath. I just considered it a non issue because of how well the howls kept it down.
Well that helps at least.
In other news, I sent one of the newbie girls on a suicide run to spot enemies for Optimist to take out with the Fatty. Seems like a better choice than waiting for them to mind control us to death inside the shuttle.
Robroy ends up squashing the Mechtoid with the club, which I equipped quite a while ago, not trusting him to avoid evil spells and splattering our crew with a heavy weapon.
We're on turn like, 50 or something by now. They're going by very fast, only a handful of enemies left.
And this fucker got back up! We've been trying to reach him but the enemies suddenly got very aggressive and we couldn't get out there without being in a crossfire.
Luckily, it seems his morale has taken a hit from having dozens of his allies die.
Optimist risks it and runs out there, punching the elder out and then snatching the body. Well fucking done!
Oh, and he spots this guy as he does. Uh, might be an issue.
Over here, Terra is getting blasted with shotguns and ducking lasers and plasma bolts. She's also lost all freshness and her stun is so high she can't regen any energy at all. She's been trapped on that tile for like 10 turns.
Optimist still somehow not dying to enemy fire. His innate health regen is probably helping quite a bit.
We have left a LOT of bodies on the ground.
Something of an unsung hero, Ceres has been providing fire support here and there, and has managed to be the only person left besides Optimist who can still move around well enough to use a gun efectively. I give her an assault laser, since it's excellent for reaction fire, and have her cover Optimists back while her camps the west corner of the bunker. Also, behold the body piles where everyone died at once.
The two of them handle everything surprisingly easily, taking down quite a few technicians and other enemies. It seems the key to this mission is actually abusing line of sight via the walls of the bunker itself. I thought they'd just use the catwalks to get over our heads and snipe from above (and they did a couple times but not well enough to matter) but this was much better than trading shots with enemies surrounding us from the far off shadows.
We took out quite a few of these guys, and even found this one unarmed, a sign he broke at some point. I'd sorely tempted to try rush in for a kidnapping, but we're so close to victory I can't risk it and just put him down.
It was over 65 turns. SIXTY FIVE. 59 enemy units. We lost all four werewolves and our two best hands, but at least it was only two hands. And we got some cool shit again.
Oh, and bravery. Why the fuck everyone got it now and not in previous mission I have no idea. They all certainly need it.
Toys include a metric fuckton of reticulan weapons, 30 life support systems (we need like, 5 for an advanced craft)
6 Regeneration Chambers, those are probably garbage... Reticulan fusion reactions, mechtoid corpses, 1 of our own grav units...
And a host of prisoners, including an ogre, a hybrid, 3 sirens and an Elder! Infuriatingly, we failed to snag a technician, so we likely still won't have access to purple shields or the means to use a bunch of this tech. And we also failed to get a live mechtoid, which probably has unique rewards as well and would have actually been very easy if I'd known to howl at them from the start. At least we can probably snag those two in the future without having to take the entire base again.
Optimist gets a well deserved promotion.
As well as a title for slaying, I believe, over 40 Reticulans? God damned.
RIP Fallen heroes. Ye shall be sorely missed.