And great fun was had by all...
Before recruitment, I'm going to calculate how many gals we can hire before our Mistress gets lonely and we're stuck with a Baroness that we can't afford.
One Mistress, that I happen to like.
3 bosses per Mistress, so max 5 bosses before new Mistress
4 gals per Boss, so 23 gals max before next Boss
Technically, we can go a tad over with Squaddies, but keeping them out of being promoted until their needed for replacement could be tricky, what with base defense missions and all. 23 gals total is plenty for one base anyways, and I don't think it includes the Mistress and her Boss subordinates. Total 29? I wanted to hire some runts anyways. We don't even have that kind of cash, anyways.
Have 1 Mistress, 2 Boss Gals, 5 Gals, 2 Gals on route, 10 total
Recruitment Time!
We have workshop space for 10 Runts, so hire them.
And we can forget about the named dogs, we don't have the research yet...
Have space for 15 folk and they can all be hands. Except dunno if my Slave Soldier is counted yet, so better go with 14 for now.
I'm gonna hire all hands, skip the Vets for now as we can't afford them.
Hired 10 hands after selling some stuff.
We also badly need another storage, so I'll build that, then hire as many hands as I can.
And hey, we have Militia Armor! But we really don't need Militia right now.
Changed Special MCreeper and Rince Winded to Tac Vests, left our more competent Gals with Warrior Armor. Sadly, both of them are going to be worlds better than the slew of new Hands that we just hired...
Off to the Infested Cellar! Since I plan to use copious amounts of fire in a confined space, I left most of the explosives at home. I just hope that I remember to reload them after the mission.
Mutant Alliance mission to kill Traitors pops up as we head towards the Cellar. It looks like fun!
Academy Experiments also pops up. I may have to rethink the whole "go on every mission" thing, and the whole "write up every mission" thing...
And Fallout music plays during this mission. Why does that seem fitting? I'm pretty sure I killed rats in that game while this music played as well.
Try out the UAC Chaingun versus rats. It appears to be useless, maybe closer up?
Next, I tried out the SMG with Inferno ammo. It's super effective!
Assault SMG wasn't too bad. Precision Pistol seems useless: Too many APs, not enough accuracy. Maybe the Sudoko blade might prove more useful?
And I mistaken one of our gals for an enemy and successfully shoot her with the Chaingun. Sigh, sorry Special MCreeper...
Kill some rats, except with the Chaingun, of course.
Dunno why, but the Sudoku blades fail us on the next turn.
And then we lose one of the best gals on our roster...
Then I get smart, and start using the Snap mode on the Assault SMG. Rats die, and the survivors start to go insane.
Freckle Bee, our lone surviving Gal that knows how to fight, switches to a Combat Shotgun with inferno shot. She proceeds to go reaction fire on the rats before they can pester us again.
Special MCreeper shows that even a half-dead gal can kill a rat with a SMG-Inferno rounds!
What, I don't have to break into any secret room?
Not worth the loss of a really good gal.
At least Rince Winded gets something out of all this. Or should I say Boss Rince Winded?
How did Boss Rince Winded get the Chaingunner award? She wasn't armed with the Chaingun!
The Gal who died, may she go haunt somebody else for a while.
Since Rince Winded is the only Gal not injured, A Hiatus on Missions has been called!
We get some research, yay!
With our shortage of Gals, we won't be hiring Peasants for Base Defense missions for quite a while.
Guard Iduno has volunteered to hold down the fort while the Gals go on missions. Thanks Iduno!
(You better hope the next batch of gals don't get wiped out, or you'll be coming out to play with the rest of us)
We run out apples. That Infested Cellar mission probably bought us an extra day of production.
Next Mission?