For once I send the troops home again before launchign the next mission and we collect the last of the sniper ammo along with 5 stun grapples to help save on grenades (as we're now out of those as well) Although the team IS fully equipped, this is the last time they will be. We've already stripped Squads 1&2 of all their sniper ammo and half of their MG clips too so we're pretty much running on empty now.
Anyway no time to feel sorry for oneself so we head off to the UFO next as it's the biggest mission we have left. The troops are soon deployed and we start near the North entrance again. Rather than wasting time and splitting up the troops by flanking around to the southern side I decide to set up all 8 troopers in the north this time. Cannons are made ready with incendiary rounds and all troops are ordered to hold fire. Soon enough the door opens and 2 spitters prepare themselves for a flambé.
The inside of the ship is soon a blazing inferno with one Spitter on fire. The second continues to fire on the troopers outside until a direct hit ignites him as well. A multiworn is spotted coming up the central elevator but the fire hasn't spread that far so it's possible they may now attempt to exit through the rear door...
The Spitter outside continues to advance but is soon finished off by further incendiary fire. His friend hesitates for a moment before returning to the door but the moment he opens it he is reignited and flees inside again. He dies just inside the doorway, and noone mourns his passing... A further lucky shot from the cannon boys has now set the lift on fire but the multiworm is no longer visible through the inferno.
Rather inexplicably, a Popper now makes it all the way through the flames to my troopers feet without the game pausing so the order to open fire is barely given in time. It erupts mere feet away from Squad 4 and injuries are heavy. Leonid and Damien work quickly to heal critical wounds while Sigourney is also badly injured.
When a Spitter emerges from the craft, one of the Cannons is still out of action so all 6 remaining healthy troopers open fire but they take careful aim before they do. It falls quickly but another is spotted inside the doorway. New flames replace the dwindling fires of old as it flees back inside.
It doesn't make it far as Squad 3 seal it's fate with well aimed shots. Squad 4 is now healed and ready to fight again so the line waits for the next target. They don't have to wait long as first a raygun is heard inside the craft and then the fires are extinguished with a smoke grenade. A Bloo is inside but inside he stays... We wait for literally minutes as the smoke dissipates and the fire spreads until finally he shows himself by the central elevator shaft.
Damien launches a few incendiary rounds into the craft and soon has the interior ablaze once again, sending the Bloo fleeing upwards. Or downwards maybe... He ran off anyway... As the fire spreads to cover the troops current positions they are forced to move nearer to the enemy craft and prepare for an assault on the Northern entrance, spotting a Multiworm in the process...
Some incendiary fire lights up the monster while the remainder of the squad keep their safeties on, ready for the hyperworm assault. Finally the firestorm subsides and 4 hyperworms are hatched amidst the inferno. The squad switches to automatic fire and prepares for the onslaught.
Of the four worms that emerged, somehow we kill 5 according to the message history, and my own eyes... Once again we give the fire and smoke some time to dissipate and then the two cannon wielding bots make a move inside the entrance for the first time ever!
Continuing their search of the previously unknown vessel they clear the entrance level and move into the lowere level where a vast menagerie is discovered!
They both toss one grenade each before beating a hasty retreat. If ever there was a call for widespread destruction and mayhem this is it! Immediately 2 Bloos die and a third falls unconscious while the remaining Multiworm and Bloo pursue their aggressors.
All remaining troops make a beeline for the elevator, hoping to catch the remaining aliens as they ascend, and the unconscious Bloo dies from bleeding. The remaining Bloo becomes visible through the elevator and is firing on the bots but is also panicking. We can't see the worm.
One AP round each from the bots finishes off the Bloo and now just the Multiworn remains. A host of Brainsuckers are given their marching orders now as 4 of them hatch from belowdecks and are picked off immediately as they attempt to escape. The troops can see the Multiworm but are ordered to hold fire so we can stun it and take some ammo home with us.
Danielle and Helga are sent down with Stun grapples to finish off the beast and after a few volleys the job is done. The mission doesn't end so they regroup in the entrance only to have the worm wake up again! They move back into position and stun it again, oddly this time the mission does end...
Not a bad mission given how careful I had to be with ammo but I took far more damage than I would've done with proper supplies and it took longer than any other mission I've played before!
On investigating the GravBall Stadium that I actually watched become infested this time round, absolutely nothing is found... Needless to say I'm not thanked for the intrusion but I did help them out last time so I think we're kind of even. On checking the organisation relations I actually find that the Sactuary Clinic is now neutral rather than unfriendly and the gravball guys are still not really bothered either way so whatever happened I'm doing good!
There are no more 'situations' I'm aware of so I'm going to leave it there for today. Except I'm actually not... As I just realised we're 6 hours away from the end of the week!!! A quick fast-forward later and the stats are in. We recieve a 10k funding increase to give us a new income of 95,625 a week. That's not even enough to replace a lost Valkyrie after all the bills are paid, what were these designers thinking???
About 95k funding and 40k gone right away! Nice... I have plenty to spend it on too as I'm desperate to get that toxigun research underway and the advanced lab has an 8 day construction time!
Some new items on the market (not that there will be any in stock mind you) with the MArsec minilauncher and powersword and a few Plasma craft weapons. Worth a punt if I can afford them. Which I probably can't...
Surprise surprise a check of the graphs show a slight rise at the gravball league again... How can I possibly arrive on the scene TOO fast to find the aliens? Seriously that's a joke! Everyone else is continuing to fall except for Lifetree who have a practically non-existant bump which is probably from the building I just cleared out. I'll ignore both of these for a while and see what comes of them.
Now with 48k to spend I need to prioritise... First I build an advanced lab in my new base 'Genesis' where ironically we will be researching how to end
life as we know it. 20k later we get over to the inventory and absolutely clean out supplies of all the ammo I use. Along with a few sales from the mission at the Cult of Sirius temple and a full haul of grenades it costs us $2819, I can live with that...
Still relying on 2 hovercars and a Valkyrie to defeat shielded alien spaceships I wonder how this pitiful funding situation will ever allow me to progress on this front. I'm down to my last $25k and a Hawk Air Warrior gives ten bucks change from 100k!
I decide I'm stuck with sucky craft for another week and keep the remainder in reserve. We begin planning an attack on the Cult and hope to score some sales from the encounter. Failing that we hope to blow their temples to crap and kill as many of the SoBs as possible...
That's all for today, will post more soon!