We're starting with a Council Mission. A fishing village on the coat of Newfoundland has gone dark, probably due to aliens. We're dispatching a team to investigate.
If this is the mission I'm thinking of from the Let's Play I watched, this might be even more terrifying than the Terror Missions for me, but we'll see.
Just to be safe, let's bring our best people...
Sgt. Valdora Kacil will scout. Sgt. Amell will be our medic. Sgt. Belros can cover infantry. Sgt. Cold Run will bring a shotgun, and Sgt. Adaar has snapshot so he'll be mobile while still keeping his range. Corporal Stand Von Hats will bring some rockets to back us up, while Corporal Lavellan will bring a large gun. Finally, Bigg Nife will bring some grenades, since I suspect we may need them.
Ok, good luck team...
As the Skyranger approaches the drop zone, the briefing says the fishing village still shows no signs of life. We have no way of knowing the type and level of resistance we may face...
Ooh, it's snowing. Nice touch. We start out by some warehouses at a dock. Central updates me that a government response team was already sent to investigate the village, but all communications were lost with the ship, the village, and the rescue team. That's no ominous at all, thanks Central!
I'm super nervous, and move very cautiously on my first turn, leaving everyone on overwatch save Adaar, who steadies his rifle in case I make contact with hostiles next turn.
Annnnd there they are. A pod of Chryssalids rounds the corner on my people.
I knew they'd do that. |
STAY AWAY! |
Another pod of Chryssalids moves in from the docks. I guess at least I don't have to move, and cover is pointless against these melee killers. I start this round with a HE grenade from Bigg Nife, which wounds all four Chryssalids and blows up some shacks near them. I suspect everyone in this village is dead at this point, so what's a little collateral damage? Belros uses his two attacks to take out the pod leader (the Chryssalid with more HP than the others). The rest of the squad is able to take out the remaining Chryssalids, leaving Cold Run and Smell on overwatch. But we're going to need a turn to reload here... Fortunately, nothing else comes in sight, so we reload. Valdora gets a sound ping from what has become our rear flank. I reposition people a bit, but I don't want to press forward too fast. And then on the alien turn, a zombie wanders towards us.
I'm going to have nightmares about this mission aren't I? |
I start going through the large central building I initially thought was a warehouse, but seems to be more of an office area. However I realize there are no windows on the left side of the building, so if anything comes from the docks, I won't see it, and if I advance inside and outside, I will effectively split the team, so I pull back and move forward outside the building despite Valdora getting a sound ping from beyond. I do not want anyone getting caught unsupported on this mission. I'm also a little nervous about these sharks hanging from poles here...
I remember something bad about these sharks... |
The shark was a worshiper of Nurgle? No, actually that's just as bad as what's about to happen. |
And then Lavellan spots another zombie, so we finally have something to shoot. My heart is beating out of my chest (this is why I don't do horror movies, and especially don't do first person shooters with horror elements...) Lavellan and Belros are able to take out the zombie with no problems however. Adaar takes position on top of some market stalls for better line of sight.
And a Chryssalid pops out of the shark. Yeah, that's why I kept my distance. Amell and Von Hats immediately kill it with reaction fire.
KILL IT WITH BULLETS! |
Why do we keep seeing things?! |
KILL THEM WITH FIRE! |
Also, this end of the docks is actively on fire, and there'a big ship with large holes in it at this end. I'm afraid that's the destination here.
I hope it's a Ghost Ship and that there is nobody on board and we can just go home. |
I take out one of the Thin Men, but then the two who can see me manage to both hit Cold Run, and he goes down critically wounded. (But not killed outright, so I'll keep playing...) The zombie wanders towards my line and dies to reaction fire, thankfully. Adaar gets revenge for Cold Run by one shotting the offending Thin Man.
Dammit, Cold Run bleeds out because Amell had to dash to get to him. Alright, let's go back a turn to the autosave, because I didn't realize where I clicked would be a dash for Amell. (Sometimes it's hard to see when the boxes turn yellow for a double action.)
Yeah, much better. Part of the problem is Cold Run somehow fell off the platform he was on and Amell had to run down the stairs, but look, Amell runs down, stands in the open, REVIVES Cold Run, and because of Paramedic can still run back into cover! That's what I call medicine! Or magic.
Alright, so the last Thin Man ran away from me with 1 HP left, but I'd like him dead before I move on, because if I remember what's coming correctly, I really really don't want any enemies behind me in a few turns. And the Thin Man runs back towards us and directly into Belros's overwatch. Bye bye!
And yep, the big ship was overrun by Chryssalids based on what Central can see (presumably our teams are outfitted with Go-Pros for his viewing back at base). Let's get Lavellan up on top of the stalls as well, the height should help with her SAW. Actually, Von Hats get up there too, in case I need a long range rocket.
So probably not a ghost ship? Old Man Jenkins? No? |
Cold Run and Valdora move onto the ship.
And there it is. The Chryssalids are using a dead whale as a sort of "hive" to produce more and more of them. And the whale is in the ship. I need to set off a locator beacon on the far side of the ship, as Chryssalids spawn, and then evacuate the area for an airstrike to take this thing out.
There goes my lunch. |
And this is why I inched Cold Run closer and closer and only ran such that he'd see into the hold when he could reach the bridge. I want this transponder activated ASAP and the whole team pulled back even faster.
Cold Run hits the transponder, and now we have 8 turns to get back to the evacuation point before this whole place goes up in napalm.
AAAAAHHH A Chryssalid leaps up right next to Belros! I'm so glad I left most of us on overwatch and we could kill it immediately. But AAAAHHHH!
And the Chryssalids start popping out of the various sharks around the place too. Cold Run escapes the ship, and Valdora is close behind him. Amell and Von Hats, along with a snipe from Adaar, are able to take out the Chryssalid that spawned behind us. We're going to move quickly but with overwatch now back to the drop zone and get out of here.
Breathe, we can do this... Even knowing this was coming, it's getting to me.
We made it!
Burn! BURN! BURN IT ALL! |
32. THIRTY TWO. Of which four were Thin Men, and four were zombies. So. That's how many Chryssalids I dealt with. |
Cold Run is out for 53 days, gravely injured from that one, but the three corporals who came along all got promotions to Sergeant.
And we were able to stop the immediate Chryssalid threat, now that we're aware of this possibility. Excellent.
Bigg Nife is our first Engineer sergeant I think. He can choose Suppression (attempts to pin an enemy in place), Will to Survive (bonus damage reduction when in cover and not flanked) or Repair (bonus Arc Thrower uses.) We don't have the Arc Throwers yet, but they'll be important to winning the game later, so I'm going with that. Also, it seems thematic for Bigg Nife to have the Repair ability.
Von Hats will take a free Shredder Rocket. Using one of those to get extra damage on that pod of Chryssalids was really useful last mission, and having a free extra rocket will be nice.
And Lavellan will take Executioner, extra hit chance and damage against enemies below half health. That should combine well with her machine guns.
I also notice I have an extra Corporal, probably from fulfilling a special request last session, so I rename him Satyr Jaro after another of my Wednesday D&D group people, and go ahead and make him a Rocketeer with HEAT Ammo and Fire in the Hole (his character is a sorcerer, so this seems fitting.)
I've also renamed some of the remaining rookies, and hopefully I'll get a small crashed UFO to train some of them a bit; Lil Mouse, Cleric Talna and Gnome Elle.
I use the cash from that mission to begin construction of a Foundry, which I think will let me do some additional more engineering based research, and I start excavating more of the base. I sell some damaged alien computers that are only worth money to get enough to order another interceptor, since all the interceptors in Europe are out of commission.
And then I get a cutscene.
Here come the EXALT. |
Gnife Gnife will be my first covert operative. He's only allowed a pistol for the mission, and he's going to disrupt an EXALT cell in Australia. Good luck Gnife Gnife! We'll see you when we need to extract you.
A few days go by with no alien activity I can see (although I get reports they bombed China, which increases panic there.) I finish researching Xenoneurology, part of the storyline, which allows me to build Arc Throwers designed to stun aliens for live capture. Now I just need to build that alien containment facility...
We're going to interrogate some aliens! But not Chryssalids, those things just need to die. |
I let time pass and Gnife Gnife completes his mission, but needs an extraction. Next time, retrieving our covert operative!
Here we go again! |
I approve of SvH getting more rockets :D
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