Battle PhaseSectoid Strengthening: DNA retrieved from the Earthlings we harvested in Nigeria has already proven its worth, as we find that splicing a few key genomes into Sectoid DNA results in improved strength and resilience, without adversely affecting other traits. As a result, our Sectoids can now carry greater loads, and endure more damage in a fight. Not massively so- we have not made discount Mutons here, but their performance should improve noticeably.
Normal : 3 + 2 = 5 (Average)
Integrating human DNA into the main Sectoid clone strain turns out to be a relatively straightforward operation. The new sectoid strain is somewhat taller than the old one, and has a different muscle structure. This gives it a significant strength advantage over the original sectoid, roughly on par with a baseline human. Beyond that, the changes are minimal. Given it's obvious superiority, the new strain has superseded the old one.
Mission Type: Harvest
Craft(s): 1 Small Scout, 1 Light fighter (2VP)
Unit loadout: 1 Sectoid (Plasma Pistols, Meld container) (1UP, 1EP)
1 Scout Drone (1UP)
Destination: Japan
Night has fallen, and the operation has been nearly completed, when XCOM's response finally arrives. A few commands from the UFO later, and the light fighter breaks of from it's patrol route and moves to intercept. Soon, the enemy comes into view. Two interceptors, escorting 2 of their troop transports. Our light figher speeds towards them, firing an enormous barrage of plasma shots. The enemy scatters, only narrowly avoiding getting hit. One of the interceptors twists back around, firing it's missiles.
Two hits penetrate the hull, one passing through harmlessly, the other taking out the antigrav. Connection is lost when the tumbling fighter disappears into the Pacific.
The Skyrangers roar past overhead not long thereafter. There are twice as many here now as there were last time, and they conduct themselves with the same professionalism and determination. Soon enough, plasma bolts and burning debris light the battlefield, amidst the sounds of gunfire and explosions. Scout drones take advantage of the darkness to sneak up upon soldiers, but even so they rarely survive the endavour. The new sectoid mutation has gone a long way to reducing it's vulnerability in combat, and it still uses it's gift to great effect to spy and identify humans.
Still, they're being pushed back. The Scout drones are falling fast, and not all of them succeed in disabling humans before they're destroyed. And while our plasma pistols may be better than anything the enemies got, none of our forces are particularly armored. Even their relatively weak weapons are deadly. Following a fighting retreat, the remainder of the sectoid groups successfully gets into the UFO and prepares to take off. Explosives blast of the armored hull, without significant damage. Slowly, the UFO lifts off, only for 3 Avalanche missiles to strike it across the back and bring it down to the ground, killing all aboard.
AnalysisThe Light Fighter, despite it's greater firepower, is no better against the XCOM interceptor than the Light UFO. Primary reason for this are it's equal speed and cost, and the fixed positioning of it's plasma guns. Given that even a single hit can down an interceptor, the extra guns are mostly unnecessary.
The scout drone suffers from a lack of armor and a short range. This ensures that most attacks are suicide attacks. However, it is a very effective people gatherer.
The Sectoid is an effective combat unit, though it's unarmored nature renders it vulnerable even to XCOM's primitive weaponry. It's psionic powers provide a powerful multiplier, while it's pistol is an effective and dangerous side arm.
All in all, the battle could have been won, but even in that case the UFO was likely to be shot down on take-off.
Mission Type: Harvest
Craft(s): 1 Small Scout , 1 Light fighter (2VP)
Unit loadout: 1 Sectoid (Plasma Pistols, Meld container) (1UP, 1EP)
1 Scout Drone (1UP)
Destination: Brazil
There's no resistance to our operation in Brazil, allowing our Sectoids and Scout drones free reign to capture as many humans as they require. The small scout returns with a hold full of humans, and several fully loaded Meld Containers.
Mission Success : Gain 1 UP Token, 1 DNA Token, + 1 Panic
Explanation : DNA Tokens can be used to grant during design and revision actions to provide a bonus to the strength of the roll, provided it is relevant. For example, the revision you just did would have greatly benefited from this.
AnalysisThe light UFO is the primary restriction in the amount of resources gathered here.
Vehicles
Small scout : One of the tiniest vessels at your disposal, the Small scout is both cheap and reliable. Powered by a single Elerium core, the vessel makes decent speed, while carrying up to 2 units to their destination. It's equipped with a plasma turret for self defense . Cost : 1 VP
Light fighter : Roughly half the size of a Small Scout, the Light fighter is a small craft that can be slaved to a nearby UFO to defend it. It's armed with 3 forward firing plasma guns, giving it a decent amount of firepower. Like the small scout, it is powered by a single Elerium core that gives it decent speed. Cost : 1 VP
Equipment
Plasma Pistols : A basic simple sidearm that has been used in many pacification operations. The plasma pistol is a dependable bit of equipment that is light but not particularly powerful.
Elerium Grenade : The elerium grenade is powerful handheld explosive. Cost : 1 EP
Meld Container : A container filled with the precious Meld, a substance that consists out of billions of cybernetic nanomachines that automatically capture, catalogue and analyse any foreign DNA they find. Greatly increases the effectiveness of recovery operations. If capture threatens, the container will perform an auto-sterilization cycle. Cost : 1 EP
Aliens
Sectoid : A formerly weak species with a limited capability for the gift. Nonetheless, their simple biology allows to easily clone these creatures and deploy them in great numbers. Integration of human DNA has brought their strength up to par with human baseline.
- Reversable Mind Merge: Merge minds with an organic, intelligent friendly or enemy, giving or drawing upon them for strength
Cost 1 UP
Scout drone : A small but fast scout drone armed with powerfull short range non-lethal weaponry and powerfull sensors. Effective at hunting down humans as well as spotting threats, but lightly armored.
Cost 1 UP or 1 EP
Mission Profiles
Harvest: A simple mission profile that involves a UFO landed in a secluded area to capture humans other lifeforms for analysis in the main base.
Alien Resources
3+1 VP
6 UP
2 EP
2 UP Token
1 DNA Token
Dark side of the Moon base [Hidden, Industrious]
[/spoiler]
Africa
---> Egypt
---> South Africa
---> Nigeria
Asia
--->Australia
--->China
--->India
--->Japan
Europe
--->France
--->Germany
--->Russia
--->United Kingdom
North America
--->Canada
--->Mexico
--->United States
South America
--->Argentina
--->Brazil X
You have now entered the Design phase of Turn 3Special Challenge: You have recieved 1 free design to make a new tactic.
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