This was a long research unlocked after the star travel tech we got from the guild officer. What does it do for us? Nothing, at least so far. Gay.
Behold, our new Syn recruit, Luka 2.0. We're uh, going to need a while to boost those numbers up. For reference, Maria has about 50 more health, 100 more firing, and 100 more freshness. At least Syns start out with high enough stats they can basically solo low level missions and farm a ton of titles quickly.
Remember that poltergeist? We've decided it was probably Aziri, come back to haunt us after leaving her in the tentacle pit. While the Zombie Gal and 'Former Energetic' titles aren't terribly impressive, the Zombie one has 'Health Regen = 0.5* Normalized_Stun. Which I think means she can't take damage from overstun. Should be eligible for body swaps as well, which I still have a cloning centre kicking around to facilitate. I _think_ that lets you revive someone even without a scrap of a corpse, provided it's a zombie gal. Haven't tested it yet. Anyways, lots of training needed here too. I meant to dig up the stats for the previous Aziri/Azira, someone remind me if I forget to do it after the next mission.
Hey, remember that time I said we need to ration those blaster bombs? I brought 8 launchers and 16 shells. Plus a pair of baby nukes. Lets rock.
The baby nukes can be launched from the D.C. Portable mortars, which we can't actually buy. Great news! 3 of the ninjas in the front line bunkers have these things equipped.
There's also a ninja in that top bit of the map I can't see yet, but it turned out to just have a gun. 2 of the mortars were here, while another was in the southern pair of bunkers.
And this spot, where the yellow cursor is, is approximately where I think the mortar nuke wielding assassin is at. Where the fuck is that compared to us? Great fucking question.
Since launching nukes and even blaster bombs uses a ton of TUs, and I don't want to trigger a hail of gunfire by launching one, we start by thinning out the ninjas with mortars, and then the ones that are facing us. Turns out, anti sectopod weaponry does a pretty good job of that.
No idea why, but the deeper, eastern side set of turrets revealed themselves after we took a few shots. Perfect spot to drop our first nuke.
Echidna finally pulled that witch outfit out for this mission. Theoretically, she's invisible to anything more than 7 tiles away. I'm not going to put that theory to the test too hard, but it seemed like the safest way to get a nice vantage after setting some shit on fire.
Now, while the nuke certainly caused a lot of screams and landed in the general quadrant of the map I'm concerned about, I probably didn't hit the exact tile I was going for, as it's stuck between some buildings. To find it, I'll abuse the fact that the cursor gets obscured by terrain whether you see it or not, like this 4 tile high cursor having the bottom 2 segments cut off.
Ah, good shit. Many screams.
Lets pick off these pesky turrets now as well.
Echidna is on the north side, we need some eyes on the south side as well, so this expendable catgirl gets sent forward a bit.
Hmm, still not nearly close enough to see the spot we want to. I don't want to get closer; having low TUs will trigger reaction fire.
A nuke for the north side as well.
Echidna's got a nice view now.
No idea if there's another nuker on the north side, but better safe than sorry.
Now that we've basically carpet bombed this base, I feel confident enough to send Maria forward a bit. We manage to spot a living ninja. I went for the mind control, but no dice. Assault ninjas are probably fairly resistant, and it was a long distance.
Oops, accidentally loaded an EMP. To be fair, that'd probably blow up the assassins as well, but I think the radius is quite a bit smaller.
Throw one in here too for good measure. It hit something with shields!
Catgirl takes cover behind this turret fort. Hopefully if there is someone with a nuke back there still, they can't angle it to target her.
The back of the bunker has a sealed door we can cut open to get inside and take cover from potential nukes on the north side. I'm sure our new roommates won't mind sharing.
See this cunt here, in the bottom of the bunker we didn't go inside? She's got a fucking mortar. Now, can she aim that shit at anyone on the north side? Probably not. Can't see aim it at someone on the south side with the aid of spotters? Probably. I'd rather not find out. Unfortunately, I only spotted her while pulling Maria back, so we've mostly shot our load already.
I've got one person left able to fire a blaster bomb this turn. It's fairly close, but thanks to an ancient greek cult that abhorred beans, we're able to calculate that this spot here should be just about out of range of killing Maria. Frankly, she'd probably survive being near the edge of the radius anyways, and she's got some cover too. We should be fine. Hopefully.
Umm, hello? Earth shattering kaboom? I ordered an earth shattering kaboom! Well, new X-COM esoteric secret for today: It's possible to fire a blaster bomb off the CEILING of the map, deleting it before it reaches it's target. What will they think of next?
That's okay, we've got these fancy grenades. Just need to make sure the blast radius is... hey. See that line below 'Power'? That's the line where it's supposed to show the radius. And it doesn't. Fuck.
I try a stun bomb from the mini shoulder launcher, but the angle is to shallow and the radius to small to hit the target.
As a desperate move, we could try running Harko forward to shoot the ninja... but I'm not sure he'd have the angle to do it, especially since he's an ogre.
You know what, we've got massive concussive resitance anyways. We could likely survive a direct hit from the grenade. Chuck that thing!
One final problem: Throwing and priming the grenade will use all of our TUs precisely. Now, since UNPRIMING this thing costs like 75% TUs, if we turn slightly to aim at the right spot, we'll be stuck with a very hot potato. Eh, it's probably fine.
Turns out none of that matters when you CANT AIM WORTH SHIT YOU SHITTY OGRE.
Welp, time to cross some fingers.
I mean, the worst that could happen is she fires a nuke to the south and the blast radius is so large it still vapourizes all our gear, along with killing the catgirls and the XECs in the south. No biggie.
Nothing happened! I never had any doubt. Well, nothing explosive anyways. We took a fair number of random potshots, but none that mattered.
Turns out the bitch didn't have a nuke anyways, just a hellerium mortar. Which is still some nasty ordinance, but nothing like a nuke.
Catgirl we positioned last turn scans for life forms, finds plenty.
Meanwhile the one we hid behind a turret in the south can get a much nicer view now. Now, I THINK the spot with the assassin is in that gap that is thoroughly on fire. But it might be this one slightly to the north instead.
More screams. Normal ninjas? Nuclear assassins? Who's to say?
After another turn, the enemies manage to launch some bombs at us. The south side gets a mortar, but it's just one of those hellerium ones, and the XEC it landed on is the one with doubled shields. Orcinator is fine.
Some kind of emp bomb here.
And up here, a grenade. Thankfully didn't land on our gear. We'll move away from it this turn.
Maria moves forward to begin some honourable duels.
...and there was an assassin right here. This is how close we need to get to spot one without extra vision perks like Lenneth or the cyclops have.
Apparently this map has ninja medics too. Mostly a threat to the catgirls, since their red shields stop bio damage and tank enough gauss pistol shots to make them hard to kill on sight.
Damage to this building let us infiltrate it fairly easily. Even with our insane armour, getting swarmed by half a dozen ninjas with shotguns and swords could be a bad time.
Which is why I dropped another blaster bomb on this cluster of 5. Was probably an assassin in there too. After several more turns of cleaning up stray assassins and an engineer hiding in a warehouse, we claim victory and move on.
8 turns for the first phase. I doubt we can beat that for the second, but it should be a lot safer, assuming the turrets go down as easily as I think they will.
These map transistions give us time to reload all our weapons and adjust equipment so we can launch another alpha strike. We could even arm some grenades and throw them right off the bat, if we were feeling frisky.
These plasma turrets have blue shields and probably some crazy armour and damage; but they've also got 4 tiles to soak up bombs. I'm expecting them to go down very fast.