Also put me in somewhere.
Will do. Maybe as a catgirl; I think Echidna is the only named one we have currently. Note to self- examine the memorials to figure out which names are dead but not chilling in stasis pods, and create a list of future successors. We've got the cash now and can even brute force gals with the freak option.
Damn, that's a good chunk of infamy cost for just letting a ship fly around. Curious if I can shoot these down easily. I don't think I've seen one yet.
Still metric fucktons of church and merc ships flying around africa. Not surprising with two bases right there.
Fuck off with these secret base missions already! You have enough bases!
Not letting this thing land and fuck off this time. I don't care how big it is, we're at least going to fuck up some of it's crew.
Fucking plasma weapons on the neophytes. Jesus.
And these things too of course. So many fucking TUs on these. Can I have one please?
Oh, and the weather for this mission is fucking awful; the dust storm.
The dust storm seems to fuck you out of a large chunk of your TUs every single turn. This would be fine if it affected the enemy as well... but it's easily blocked by shields. Doesn't seem to be a choking attack either. Maybe some weird sort of daze damage?
I'm pretty sure it also fucks over sight range. Really wishing I'd brought someone in legion armour for that extra nightvision.
Enemy ship is quite large, but seems to only have a single entrance, at the bottom of it's weird mushroom like structure.
It's weird that this exalt ended her turn with no time units. Perhaps the sandstorm is doing damage that goes through golden shields, like piercing or concussive? That'd actually be very helpful for us!
Timely Bard is rocking the hermit armour on this mission and seems immune to the dust storm effects. So apparently even a lousy 3 shields is good enough to stop it.
Scanned a neophyte out of curiosity... these guys have an unreal amount of voodoo power. No wonder I kept struggling to psi attack them before. 'Easily influenced' my ass.
I throw out some flares to counter the vision problems but the first one lands in this little valley instead of the hill where I aimed. Annoying.
After waiting for like 20 turns and facing morale issues, the enemies finally start to leave their ship. They've got some impressive looking guns on the more elite units.
I brought a ratmeister as well, which was great for getting a look inside the ship, at least crew wise.
Yep, figured we'd find one of these.
There's probably an efficient way to surround their exit point and murder everyone that steps out, but I was pretty worried there was some secret exit or an exalt hiding in the corner of the map that would ambush me if I tried to get closer.
The morale issues are such a pain on these longer missions.
Once I got the flares set up and the shooting gallery began though, that helped buoy our morale.
Eventually this guy cae out to say hello as well.
As tempting as it would have been to capture a second cadinal, it would have been fairly suicidal. Their weapons are simply too strong to approach with no cover, and we've got nothing to reliably stun a cardinal from that far away. On top of that, these guys have spotter and sniper, like the reverends. So if we injure one it'll be able to blindly fire at us along with the reverends.
Doesn't help that he popped out with a reverend as well. It was actually all I could manage to take these three units out in a single turn.
Good thing we brought Jaedar along with that doom armour. He makes an excellent sniper.
Just a couple enemies left standing after a gruelling seige.
He wouldn't leave the ship so I had to come to him. Seems to have some new kind of weapon. Looks... concerning.
Damn, that's a lot of infamy. We're getting that rank up for sure now. Also, this was a surprisingly small crew compliment for a very large ship. I was expecting like, triple this based on how many crew are in a small vessel.
Sadly, not much in the way of xp, since all the kills came from jaedar and angel sniping everyone.
Lots of new toys in here... wait, they had fucking blaster bombs? With 3 launchers? Jesus christ! Good thing they didn't have units with sniper besides the cardinals and reverends. Fuck me.
Sadly, out of the new toys, only the plasma spitter parts can be researched. Kinda tempting, since we got 4 from that ship. Might be able to salvage an awesome weapon from them.
Luka piced up a title I'd rather she hadn't in a bounty mission, trying to earn those monster titles for killing with daze weapons. OTOH... now that she has 1 vskl... can Luka use psi weapons? Obviously most would be kinda crap but those magic cards deal damage like ninja stars; based on the square of throwing skill. That could be an awesome sidearm eventually.
Heh. I wonder if this was a retaliation raid for killing a cardinal.
And yet they still won't give it a fucking rest. I really hope killing that cruiser prevented them from spawning a new base. There was some crap about resource wars and landing ships twice in an area to make enemies stop... but I figured that was a different, early game sort of mission. Maybe I'll try it if they keep this shit up next mission. Failing that, perhaps the answer will be to wipe out all their bases. Or just get a fleet that can easily handle them in the air. We did just get 4 more ship engines and an ungodly amount of other valuable resources; we can totally build a base for an interception fleet now.
Sadly, we're way too exhausted to fuck with the landed frigate right now.
Got this off an academy medic. Holy fuck, this is clearly way overdue. The RNG really fucked me on this one, we've interrogated a ton of medics, and I went crazy trying to get other things they might have revealed out of the way so they wouldn't be wasted.
Yep, those both seem incredibly fucking important alright.
Sadly, this didn't lead to anything. Was really hoping it'd unlock some kind of improvements to a flight suit.
This was pretty much exactly what I was hoping for. Faster, lighter, more damaging and with better armour piercing and damage, but still deals TU damage. This will be prutal in the right hands.
Went for this first since... well duh. I want to use all the 'weird thingies' the enemies keep dropping.
Not exactly the plethora of weapon options I was hoping to see. This is clearly going to require a massive research investment. Ugh.
Forget what revealed this, but it seems like an important foundation for bringing dead back to life properly. Or maybe making some more perfect gals some day.
Interesting. Makes me feel like I should have encountered some ninja bases by now, instead of merc and church bases. I should try and find the others and see what types they are.
Had a free ogre worker show up and we got the dossier on them for free. We could certainly use a bit more space for loot right now.
Voodoo class has finally produced some results. It seems to operate in a weird way, giving nothing for a long time then suddenyl giving a massive improvement. Could defeintely use a few more of these schools. Or a better one.
Nice to see that income climb by a large chunk again. We might be behind in tech still, but it feels like we're catching up in income at least.
Alright, you better give me some cool voodoo shit!
Eh... I mean that's a high level tech I'm sure, but I could have gotten that from the ghouls I think.
Huh. What the fuck is a Zapper. Sounds weak. But... also kind of sounds like the other rimrider laser weapons. Maybe it'd start a chain that could lead to the Fatty?
The other option... I dunno if we want that right now. I would assume it's going to unlock a mission even harder than a normal base assault.
Unpowered armour researched. It's... pretty much what I expected. With the exception that it can be made with one part instead of like, 5. Seems only that weird ceramic armour needs 5? That shit is already obsolete now, I wonder in what circumstance it would have been viable?
Anyways, these sound a lot more promising.
Found another enemy hideout, this time in siberia. Seems to be one of the ones that spawned a while ago though. No idea who it belongs to.
Oh?
Hell yeah! Considering we've already done some research on demons and zombies, it seems like we'll have a headstart on progressing this line of tech.
Also, we obviously reached a new rank after that last month's performance. The requirement for the next is kind of vague, but I suspect we've already achieved it.
I bet this is the medicine bottleneck that is holding us back from the school project being unlocked.
Jesus christ, this stuff is so fucking good. And seems heavily aligned with our codex. Sadly it's also all expensive as fuck to research. The Communion is especially tempting given what we got out of Destruction, but it might require further research to pay off. Medikits for everyone would be incredibly helpful, The Bio-Forcefield seems like it might relate to a better version fo the hermit outfit's shitty 3 point shield (or at least explain what it does) and have other voodoo effects. Advanced Tranquilizers probably unlocks more options with prisoners, and given that Bugeye/Reticulan Legacy basically unlocked voodoo for us, I'm extremely curious about chryssalid legacy potentially unlocking some kind of awesome transformation. I want it all! And we've still got the armour related stuff to go through as well, and unlocking restricted weapons. Certainly not feeling bottlenecked in research options any more. We need way more brainers.
We've got another new contact as well. I recall this one selling some crazy nuclear flamethrower. Probably worth prioritizing as well, might lead to new ships too.