The squad sets down in the countryside and begins looking for the downed craft
Signs of the crash are soon obvious, as are the tell tale sounds of meld canisters off in the distance.
As we approach the door of the UFO, sounds of alien movement can be heard. The squad readies for contact at any moment.
Mutons, lurking in the dark.
They spot us and scatter
It does one of them little good.
The rest of the squad unloads, but to only minor effect
Sgt. Kaos throws out some smoke to keep the squad safe
The mutons move in to attack, suffering a hit from Banjo in the process
The injured alien's aim suffers, and the shot goes wide
Toaster blasts their cover away
Leaving them easy targets for the rest of the squad
The last muton flees back into the ship
Jim takes the opportunity to move in on the meld, but finds an Outsider a bit too close for comfort
Wind quickly stuns it with a flashbang as we focus on this new threat
More enemies incoming! A pack of drones, this time.
Toaster wings one as they move in
While Jim rushes to grab the meld.
With that secure, he and Wind double team the aliens with two well thrown grenades
Wind dodges an attack by the drones
And Banjo swings around to the side to take out the wounded Outsider
While the last of the drones is taken care of
The muton returns, and is greeted with a rather cover-removing grenade by Toaster
And an overwhelming laser greeting by Banjo
More movement in the UFO. A pack of sectoids that scurries off as soon as it is detected
The squad moves in to engage. The aliens retaliate with a psychic panic on poor Banjo
Wind dodges skillfully through overwatch fire to outflank one of the sectoids and send it back to the great Clone Vat in the sky
Even more aliens appear as we move in on the sectoids. A group of seekers flies right into the middle of our troops!
They take a little damage coming in
But Jim's situation is grim. Surrounded by seekers and suppressed by a sectoid!
Fortunately, Wind's will is strong enough to avoid being panicked in such a deadly situation
The medic moves in and flashbangs the Outsider that had moved up. Sadly, the seekers are immune to such tactics.
Kaos continues her flanking operation and splatters the mind-merging sectoid across the walls. The resulting psychic shock ends the suppression on Jim
Jim dashes back out of the way as Toaster bounces a brilliant AP grenade off the walls that takes out most of the seekers
Wind moves in to take out the last one, but can't quite get through its damage reduction enough to kill it
It retaliates in kind, but Wind is to tough to be laid out by such a weak blast of plasma
The sectoid, as usual, accomplishes little
Kaos suppresses and holotargets both the Seeker and Outsider
Making the Seeker easy prey for Toaster
Jim knocks down a wall blowing one of the sectoids into a pulp. Walls are no match for the fury of XCOM!
Meanwhile, Banjo and the medic take out the now exposed Outsider
The last sectoid moves up to where its kin had just died, but fails to hit anything. Jim teaches it why we should learn from the mistakes of others
And with that the ship is ours. Good job all around from the team!