Small engines never explode anyway.
Huh. I think Megapol might be a decent source of early-game engines. I think they land? Unlike ambulances.
If we build the Australia Base in New Zealand we won't be able to cover Australia proper unless we compromise somewhere else.
What would we want the power station in Queen Teuta for? That is more important for a production base. Don't we need ship engines for it anyway, which are in short supply at the moment?
I was mostly joking by suggesting Austria and New Zealand are the same place.
Queen Teuta is kind of a weird hybrid research/production/interceptor base. Also, it's got good income for being a normal-sized building.
Look upon my works and tremble!
Jack sent us to some terrible tunnels to hunt down some low-level bandits who live in the walls of these tunnels. I assume nobody else is doing it because they got tired of getting shot in the back after "clearing" and area. We don't mind getting shot because we have decent armor.
Moist Andromeda didn't listen when I said everyone in chainmail or tac armor, because hover doesn't work underground. At least she zapped that hoe good. Expendable Rosoie also brings us back a drifter and a hoe. My goal of filling that large prison with exotic dancers is getting closer to fruition.
More hunting, and it all looks like this. Wiry Trix finds another hoe wandering around this pleasant place. Rolling EuchreJill takes down yet another drifter, and finds one sneaking up on us from behind. Khan comes over to help finish off the drifter, and finds another. Notice that we already checked this area, and 2 more just appeared behind us. Deadly MCreeper finishes zapping the drifter, and finds a hoe who is also sneaking up behind us.
Wiry Trix finally gets a chance to catch that hoe and...that's great. Creepy wall-living jerks. Hopefully they can make us some more space back at the base. Robsoie and Andromeda take down the boss and the cultist protecting him. Rince Stormed finally find one of the cultists. We give him a predictable treatment.
And this is why we carry guns and vodka. Robsoie puts them back to sleep. Not because we have to, but because we can [and training]. We've explored the majority of the map, and we can't find the last however many more there are.
Getting tired of playing hide-and-go-to-sleep with these jerks, where is the last one(s)? At least the long walk showed me that tac armor is superior to chainmail because the stamina hit is less despite having the same energy penalty. I'm getting tired of this, and sent Robsoie back to our equipment pile for the aye phone. The phone doesn't find anyone, but walking to the next place to use it does. Rince stormed hits him from behind, and Andromeda finds a cultist wandering around. I think we found 3 and only shot 2 (we knock them out first so they don't dodge).
Oh, right. Cultists don't surrender, that's why we shot that one earlier. I knew it was a good idea to do so, but I couldn't remember why.
Research:
Warehouse Wars
It's pretty close, too.
Blunt Camel stun baton-ed a guild security, savvy gal, and a G.O. in one round, because we're fighting scrubs. Deadly MCreeper baton-ed another security guard, with some slight difficulties because she can't do melee well enough. Everyone else had to run to get into combat this round. Expendable Robsoie Took down a guild team leader in one zap, but did not damage to a G.O. Rince Stormed only had enough Time to zap the last G.O. once, but almost took him down, luckily Khan Boyzitbig finished the job, and was able to block the door. Moist Andomeda can fly, so the fence was no big deal. Everyone else kicked in doors of the surrounding buildings and checked for stragglers.
Deadly MCreeper locked this guy in the shack, scared him so bad he ran when the opened the door, then chased him down and zapped him right in the throat. Ruthless. Excellent work.
Moist Andromeda continues to show off her hover suit in the most unnecessary ways. Don't go changing, Andromeda.
It was barely worth it (but points
are always worth it), but at least we got some hostages. Plus, it's someone other than the Academy. I also should have sold the fish, they don't do anything.
Losing those stats is a pain, but also Stardust needs that bravery, and more importantly another point of VooDoo power. She'll get signed up for our Weirdgal project when she's healthy again (possibly after gladitorial training to re-gain the stats).
Let's finish off the academy gals we shot down earlier, and show Mom we're not afraid. (Also, update the uniform "Chainmail Train Stats" to include an extra fan for Tac Armor, in case of heat).
Deadly MCreeper is pretty sure that outline near the Deliveroo is the ship we're looking for, and runs for the door. She gets shot at twice with a harpoon gun, getting hit once for zero damage. 4 total gals get ready to assault the ship, and one Wiry Trix to zap the researcher who shot at us. EuchreJill finds another volunteer who shoots her twice with an assault pistol for zero damage, and then takes a stun baton-induced nap. That reminds me, we stopped researching bigger bullets, because we can find real weapons that don't use bullets (or shoot them properly, like gauss). Our second-to-last gal found another researcher and 3 owls. While she was walking behind an owl, she got shot at by a medic. I guess we don't care about the ship now, so everyone will run over here next round. Robsoie zaps an owl once, but will have to wait until next round to finish the job (locked down by melee, at least).
EuchreJill gets shot at a lot for no damage, and can't manage to take out an owl with her poor training. We'll fix the training bit this month, at least she's still worth 3-4 normals (and owls
are armored). Blunt Camel and Robsoie both finish off their owls and start causing more trouble. Obnoxious Fins puts the medic to sleep, but barely reaches the last researcher (second-to-last only has an SMG, so EuchreJill ignored her). And Rince Stormed finishes off the last owl in the ship.
Another Rock!
I check here, and we've already researched cutters. Right or middle-click or whichever is great.
Comms Tower!
It's the academy again.
Those jerks shot their own researcher! Kill-stealing! Robsoie Heals Salad E.Albright once, then heals the researcher who got team-shot so she can get zapped down by OUR side (Robsoie also provided the stun baton). EuchreJill zaps a researcher, and ends up knocking her out instead of locking her down in melee. Good enough.
I can't tell if that light spot in the grass is a person or just a coincidence. We'll expect the worst, just in case.
Was it him, or is the light always there?
We clean up this area, and keep sweeping around the tower, which has got to be almost completely empty.
[Can our guns hurt Osiron Security Owls through the front of their armor? 22 damage and 2/3 armor vs 50 armor and no resist? On a 200% crit, we'd do 10.7 damage. It's not good odds, but we can't get to them this turn either way.]
2 of us injured, one with a six-shooter? I *guess* we could pretend like bullets can still harm us sometimes. Khan heals one of our wounded (1 wound) and finishes putting the owl to sleep. We found a lot of them, but at least we have all but one locked down in melee.
We clear them out and...one more somewhere. We find her, and use the power of teamwork.
Looks like government papers are now fully researched, so we'll add them to the sell list.
Lokk'Naar Farm? !!Fun!! Make sure to send Robsoie on this one.
Research!
Wizards.
On the research front: For school graduation, we're working on medical examination, then we just need exosuits (from heavy machinery training, from human powered armor) to get school graduation, which will really open things up. There *is* a base we could assault to get powered armor, but we don't have so many gals that having 10 wounded would be great. Maybe towards the end of the month.
We shoot down a reticulan trade ship. They aren't our allies, are they? Whatever, we'll interrogate them about that back at the base, too. Also, due to recent injuries (about half from shakeups and gladiator training), we need to bring some Lokk'Naars on this trip. We need to start a recruitment drive. [Hopefully more Lunatics.]
Research, and we shoot down 2 more ships. It's been a busy week.
I wish we could nest spoilers. I think some of those mission posts got long.
I am also feeling the need for a production base (especially when we want more interceptors), and probably a money base (bunch of weed plantations). We did add onto the Mary Read Docks with plantations, so at least we'll make back part of the money needed to finish that base. We can have 4 hangars and a spa there. That'll end up needing to be our first choice for cryo prison, because interceptor bases will probably also bring back some hostages (unless we don't fly transports out of there?).