I found some of our equipment in the unused van. Unfortunately, I had to abandon the mission because I couldn't find any bandages for the turtle. When I got back to base, I ordered another pile for both bases. Hopefully now all gals can carry 2, which should be enough to handle most non-lethal injuries. Also, it's enough for a boost in bravery.
I am taking the peasants on a mission to fight off a landed small ship. Anyone who comes back uninjured may keep their jobs, but plan A is to spend the same amount of money each month on gals who have actual usable stats instead of peasants (who also die when you look at them too hard).
We have about 20 apples left, so our runts need other work. I found out we could make several decrypted data discs (and easy shortcut to research, needs ~2 brainer-days worth to research a topic), and could take apart many personal computers to make more. We're also finally tackling the junk pile for building materials, and making Lok'Naar Slayer Armor for our pilots-in-training. We wanted to cook, but we need to research the ingredients first. We wanted to rob anyone we already had interrogated fully, but there weren't any of those yet (somehow). We also don't know how to put ships together (actually, not even close - 4 things before interceptor, and most of those have unresearched prereqs).
I'm not even going to comment on the suicidal setup of our bases. I'm assuming we're trying for 50% attrition of our forces any time we're attacked.
As always, first action is line up near the doors, but don't leave. Open the doors to peek out though. And then I ignored the rules, and knocked out a nearby Altar Boy with his back to us and nobody on overwatch (Which is why WE always travel in teams) before sneaking back to the ship.
Spread out, groups of 2 if there's a gal, and 3-4 if it's only peasants.
And there's someone with a shotgun, which peasants can't survive. Well, I planned on getting rid of them, but I hadn't planned on everyone losing massive amounts of morale and points.
Scrub the mission, these dinguses can't do anything. We captured a single warmaiden and 2 altar boys. 3 peasants pounding on a single priest has gotten 2 of them shot.
Teamwork!
Nevermind, priest is down as well now (but we're still leaving). We also learned that the shotgunner was an altar boy, but the other warmaiden led us into a successful ambush. They're on the third level, and we won't survive an assault. Oh, and a peasant freaked out and helped the warmaiden kill a gal. The peasant has been demoted to landing gear. I misspoke about peasants being worthless. They aspire to worthlessness, they're a liability.
Overall, we did bad, but got some loot (which is what we care about. All peasants are fired, and we'll hire a few hands. We'll also sell off these turtles as soon as we have something decent. We can't possibly field 12 people, so slow and weaponless isn't a fair trade-off for a bit more space. [I want my shadowbat. It's got sniper spots, enough space, speed...and a terrible layout] Also, handles are terrible once you get used to stun batons. Sadly, someone sold all of ours, and we have zero integrated devices to make more.
Research!
8 gals took on an infested cellar. We mostly switched out for lethal weapons, because rats are dicks, and also they don't tell you much when you question them. 1 gal injured, 12 rats and a cat sold. Nearly 100k in rewards, and a bunch of old coins in exchange for some of our blood. Not the best or worst trade. I was hoping for some reaction training, but our reactions aren't good enough to train yet.
Our workshop is completed, and now we can start making...nope. Nothing yet. Wait a few months (I do plan to have a plane starting construction by the end of the year). Our dojos finish shortly thereafter, and we can train 2 hands, plus probably the one we recently hired. Almost everyone at Ching Shih base is getting exercise though.
We've finally contacted ship junkyard salespeople. Now we can purchase and research the final 2 components to ships that will allow us to build our own.
Scientific Experiments. We got a bit surprised, and also didn't have enough bandages. Hopefully this will go smoothly anyway.
There was one enemy who wasn't in this pile. And it was cold, so we ran out of energy quick. We got wounded, but we won.
Oh, and guess who was right about the lack of bandages?
So, train melee to shoot in melee. Train reactions to survive getting shot in melee.
Base defense. Uh, shit. 4 of our gals made it to the fight first round (or close enough to form a firing line). 2 got hit with a shotgun blast for minor damage, and one was able to heal both. We took down 2 attack dogs and 2 ratmen on our turn. Captain Rina Wind ran out of energy running from the opposite side of the base, but got close enough to snipe one of the blood hounds. A ratman decided to prove he was better, and shot the other blood hound twice. No kills either time. Our newest hand got out and knocked out a ratman, and will hopefully act as ablative armor for the captain until someone else can come help.
While we were running to help, we found a lot more ratmen. They've got the run of the center of our base.
Dogs ambushed us from behind.
Captain is making a fight of it, but probably won't survive to see any reinforcements. They might not make it there anyway, so...
Glam tried to take out the enemy leader, but got nailed with a firey smg in return.
She's KO, which brings us down to 2 on 4. We clear them, but we're not done. Bug hunt (except Dioxine doesn't like to give us bug hunt mode) in our base.
2 more ratmen, at least. One kills one of our remaining gals, but takes one to the head in return. We don't really want to keep that rate up. I take down the "last", but we're still not done? One on...hopefully only one more. I hear a lot of electronic doors opening, then closing. Maybe the airlock?
One ratman woke up from his nap. I put him back down, hoping we can recover something if we survive this fiasco. I hired 4 more hands. That was much closer than I had wanted. We should really tear down these bases, and rebuild them correctly, but we don't have nearly enough money.
Ching Shih base has a mission, but isn't prepared. We have no melee weapons there? Great. We also don't have enough guns, or armor, or...it's a ratling rodeo. We need the apples.
Half of our hands are armed with laslock pistols, which appear to have an effective range of "melee?". [actually, a distance of 7 is where it starts losing its already-terrible accuracy.] We're selling these to buy something better (like rusty niners) as soon as this mission is over.
Quick bombshell took a quick nap when a dog we couldn't possibly hit bit her. Luckily, we got her patched up and she returned to battle. Then Bracin Fins took a musket ball from a sniper. We didn't want to spare a turn or two trying to shoot that far, so we lobbed a grenade under the sniper. We've also found our secret weapon in this fight: walking up behind a ratman and punching him right in the soft bit of the skull. We may end up leaving the laslocks here and resorting to our bare hands; they seem to be much more effective. Especially in these tight quarters. Buildings=melee.
And another base defense. This time at Ching Shih. I'm out for tonight. I can't handle another base defense. [I actually just quit my personal middle difficulty game because of a ratling base defense. I hate dogs in this game.]