Around seven o'clock an alarm goes off in XCOM HQ. Our lone satellite has picked up a bogie!
Avalanche missiles make short work of the UFO. Time to get a team together to check out the crash site.
Artie leads a squad of rookies this time.
The squad touches down in a damn forest fire.
We are almost caught off guard by a pair of sectoids.
Most of the squad takes cover behind a pickup truck, abandoned by an unfortunate hunter.
Pvt Dawson is on the other side of the road, trading shots with the ET. This whole fight, Dawson misses the Sectoid, and it misses him, despite the close range.
Glaed fires from behind the truck, but can't hit much at this range.
Arti runs to Dawson's aid, as plasma bolts fly by.
With everyone on the same side of the road, someone finally sees the other sectoid. While they are doing the mind-meld thing, you can get a two-for-one shot by whacking the one that's not shooting back. Tricky, since they usually hide in cover while the turbo-charged one shoots at us.
Dirk Awesomely tries to pull this off, and whiffs.
But Artificer is there to pick up the spare!
We follow the trail of wreckage to find this guy waiting for us in the UFO. "Being of (almost) pure energy"? Even I know that's crappy technobabble.
Glaed takes a shot, but only wounds it.
It repositions to get better cover, and takes a shot at Dawson.
He was in cover, but it scores a lucky hit. Pvt. Mike Dawson, KIA. His luck finally ran out.
This calls for extreme measures. Artificer shoulders his rocket launcher...
I was hoping that thing was the last one, but no, still two more bastards skulking around.
They hide behind the hull of the ship, so Artie and Dirk move in, as Glaed covers their escape rout.
Artie gets injured, but he's still fighting.
In fact, he's in a good position to take them both out.
And for the second time in the mission, he kill-steals a pair of sectoids from Dirk.
Artie pulled a Grilox and receives his promotion in sick bay. He got all the kills
on this mission.
Glaed does not get partial credit for her assist on the energy being. We have strict rules about this XCOM. No scalps, no promotions.
We recovered some good loot from the saucer, including some things that Dr. Vahlen didn't even want to science. I quickly pawn them off to the council for more funds. Suckers!
Now we have enough cash for Vahlen's torture chamber.
So there we are. In ten days we can start doing some abducting and probing of our own.
And our next satellite will be ready in plenty of time for the monthly council report.