The best part of a well executed mission is the spoils.
And we got ourselves some spoils. Still no power source though.
Got ourselves a nice little nest egg though. That’s going straight into satellites.
It’s level up time! C’mon good abilities.
This seems better than I remember.
Squad sight saves lives though, even with the nerf. +7 Will, +4 aim on level up.
Hrm. I never get this to work the way you’d want it to.
And suppression fire is just so good. +4 Will, +2 Aim, but she took an extra health point as well.
More suppression fire. Neat.
Why hello there, godlike assault ability. I wonder if it still fires if you have no ammo. +2 Will and +1 aim. Bah.
Sigh. I really want giant robots, but satellites take so long to complete that I need to do them now.
Oh hey. Good.
Oooh. More than just the foundry now.
These are seriously tempting, though the accuracy bonus thing seems bad.
Oh hey, another money drain we need. The workshop bonus though… that’s incredibly useful, especially in conjunction with the giant robot lab.
Unless things have drastically changed, we can use avalanche missiles till the cows come home, thanks.
Interesting. I do hope there’s no SWAT4-like effect on my own personnel though.
OK. I know I usually knock the scientists, but we kinda need some more at this point.
We really need both these and its basically two months of research time we can’t afford.
We’re in a fair amount of trouble here.
We go with this because we can actually get it done.
Oh hey. Good.
Hello again Agent 47. The money is nice, but I really would have liked more personnel, or some panic reduction.
We’re going with the best, there’s going to be thin men.
Whelp. Here goes nothing.
Wow, usually the buildings don’t look this bad until we’ve been here a while.
We spend several turns moving forward, because there’s no meld here. Greg moves onto the roof and finds 2 thin men and a floating corpse.
Also a third thin man. Lovely.
We’ve got Greg on the roof, Dave and Kaitlin behind a roll up door down below and me behind them.
I kick open a different door for a decent angle on the thin men.
And there’s 5. Okay. Now we’re both committed and in trouble. That was not well thought out.
At least Kaitlin finds a decent angle on one of them.
OK. Good show.
I remembered why rooftops suck for snipers. You startle everything and then are left with a pistol to shoot with.
And there’s 6.
Dave has a lousy angle, and no good cover to move up close enough to take two shots.
Movement provides a better angle.
Not better results. Really wishing I had packed Dave with grenades. He would have had two, and they would have done 4 damage.
Well. Fat lot of good having 9 health did me. If this is seeming somewhat familiar, this is what happened last time. Corporal, Support, Killed on a council mission. I’m never going to make sergeant.
And hey, Greg’s poisoned, which craters his aim. Awesome. We’re in a lot of trouble here.
OK Dave, you’ve got two chances to not be dead.
That’s 7. OK, I’m officially rescinding my position on no shotguns, these assault rifles are bloody useless.
Oh good, Dave gets to live. And not get poisoned due to some vagary of cover mechanics.
Well, it’s looking like this situation is still salvageable, if tricky.
OK. We’re fine.
Well. Sorta fine.
Ok. No, back in trouble land.
8. We really really really need lasers.
Luckily no one else takes plasma to the face.
Or this tank. I really want to get inside this tank and use it instead.
Sure the treads are a little damaged and on fire, but the gun looks fine.
Kaitlin’s on cleanup again.
Oh look, our mission objective.
And another new friend.
We’re playing it safe.
And actual damage is dealt as a result!
And none to us as well.
Only having three shots at this is tense.
This isn’t a normal council mission at all, this is a SECRET DEATHSCORT QUEST. We’re so screwed.
It’s raining men. Halle-freaking-luyah.
P.S. Flanking Overwatch.
That’s 9. I’m pretty sure Dave has single-handedly doubled the count this mission. At least Kaitlin finishes the job.
Greg is flanked and can’t move, but has great odds.
Okay. Go team.
Nothing like clearing a level twice.
At least we’ve made some progress towards the skyranger.
And Kaitlin is in fine form today. That’s kill number 5 this mission.
Oooh, a sectoid from the sky, that’s new.
And another thin man right by the skyranger.
And another one way behind us. Great, I was having too easy a time picking suitable cover, now I have to worry about a surprise from behind as well.
Dave takes some plasma to the face, but it’s all right, just a little.
C’mon repeat performance.
Balls Balls Balls. OK. Three turns to get the guy to the plane, with a heavy and a sniper… that seems potentially possible. Dave can take solace in the fact if I had bothered to bring a medikit, it would have died with me.
Did I mention how screwed we are?
Not completely as it turns out.
Hello little sectoid.
OK. Somehow we are doing alright.
WHAT DO YOU HAVE AGAINST DAVE?!?
WAS MY DEATH NOT ENOUGH TO APPEASE THE DEATHSCORT QUEST REQUIREMENT? GAH.
P.S. This is the last of Kaitlin’s ammo, so this is going to get very bad if she misses.
So our four health escort needs to make it to the skyranger next turn, which means he needs to stand here this turn, dangerously close to thin man on the roof. Sure hope this works.
Phew. Sure Kaitlin can’t aim now, but that doesn’t matter because she doesn’t have any ammo.
And he has just enough move to get in the plane. Huzzah.
Gods damnit. OK. So Dave bleeds out at the end of this turn.
I’d probably do this anyway.
Hot Damn, day is saved, lets all go home.
Wait. What? Oh right. That one jackass who spawned behind us.
Well Dave, you may have bled out in the street, but at least we got the terrorist into our airplane.
And Kaitlin is my new favorite. Not just because I died either.
Because she actually does damage. That’s kill number 9 for this mission as well.
Well. I’m actually surprised we pulled that one off to be honest.
We’re not screwed in the staffing department, but we’re one death away from some big holes.
Next time, we spend our blood money.