Currently targeted by enemy suppressing fire. Accuracy is decreased and the suppressing enemy is given a free shot if 10035 attempts to change positions.
As for strategy, I... really want to try Arcing whatever's around that corner, unless maybe it's a Thin Man. 33 isn't wounded, and doesn't have Arc Thrower on cooldown, but 32 doesn't have a frag grenade. And I want to set a Grenade Trap at both the Movement and the Stairs areas.
On the other hand, grenade trapping the stairs is liable to be much less dangerous than grenading anywhere within Arc Range.
I think my tentative strategy is to have 33 lob a grenade at the stairs, with the pin still in, then trade places with 32 while preparing to Arc whatever shows up. 32 prepares to Spark the grenade and/or shoot anything that gets past 33. Meanwhile, 34 and 35 head over to the right corner of the bank and Overwatch to prevent anything from escaping.
Problem is, we don't know if there's anything on top of the stairs. For all we know, the steps we're hearing is the injured alien trying to run for it by moving toward a window or a ladder or something. So lobbing a grenade up the stairs might accomplish nothing, and we only have two remaining.
I cleaned up the update, should be fixed now. I also fixed a few places where esper abilities were listed as on cooldown when they shouldn't be.
I figure while I'm here, I might as well start building hype for future unit recruitment. With that in mind, here's two examples of future units you might develop. I can't guarantee that these units will be in this exact form for obvious reasons, but this is what they look like at this stage in development.
SHIRAI-class Maneuver Warfare Unit
HP: 4 | Armor: 1
AIM: 50
WILL: 45
DEFENSE: 20
Gender: F
Source Esper: Kuroko Shirai (Tokiwadai Middle School student and Judgement member)
Standard Equipment:
Shotgun: A specialized close range weapon that loses effectiveness rapidly at longer ranges. Deals 2-6 damage on hit, with increased critical hit chance at close range. Can fire four rounds before reloading.
Fragmentation Grenade: A grenade that is especially useful for damaging unarmored enemies. Deals 4 damage at the center of its blast radius, decreasing depending on distance and cover relative to the location of detonation.
Ballistic Vest: Absorbs 1 point of damage the first time the wearer is damaged. If only the vest is damaged, the wearer requires no recovery time after the mission.
Esper Ability: Level 2 Spatial Noise (derivative of Teleporter)
Telefrag: Teleports a live grenade directly to the target location. Does not necessarily have to be a frag grenade. 2 turn cooldown.
Teleport: Teleports SHIRAI to a target location in place of her normal move. SHIRAI may only teleport to locations she can see, but does not trigger Overwatch or Suppression upon arrival. 2 turn cooldown.
KONGOU-class Air Superiority Unit
HP: 5 | Armor: 0
AIM: 70
WILL: 45
DEFENSE: 0
Gender: F
Source: Mitsuko Kongou (Tokiwadai Middle School student)
Standard Equipment:
Submachine Gun: A lighter, more compact weapon that trades the long range effectiveness of an assault rifle for a larger clip size and increased mobility. Deals 2-4 damage on hit, fires 4 bursts before reloading is required, and is capable of suppressing fire.
Fragmentation Grenade: A grenade that is especially useful for damaging unarmored enemies. Deals 4 damage at the center of its blast radius, decreasing depending on distance and cover relative to the location of detonation.
Esper Ability: Uncertain Winds (Level 2; Derivative of Aero Hand)
Hover: Employs the use of directed wind to float in the air and fly at limited velocity. Hovering can be maintained indefinitely so long as KONGOU does not receive damage, but increases the cooldowns of KONGOU's other esper abilities.
Gust: Fires a blast of air at the target unit that deals 1-2 damage and displaces the unit a varying distance directly away from KONGOU. Damage is increased by 4 against airborne units. 1 turn cooldown while grounded, 3 turn cooldown while hovering.
Welp. Those are pretty powerful level 2s. In fact, I think the only thing SHIRAI can envy her original is cooldown time (dear lord those gals are going to be fun).
I wonder, though, does the fact that they can't network with each other as easily as the MISAKAs hinder them in some ways?
Welp. Those are pretty powerful level 2s. In fact, I think the only thing SHIRAI can envy her original is cooldown time (dear lord those gals are going to be fun)
Well, I lost interest due to the format of combat. Blow by blow stuff like this doesn't interest me; I'm more interested in a narrative. It's nothing you or anyone else did.
I have to question why Gust would do extra damage to flying units, as they're a lot less likely to be knocked into something solid and are probably a lot more used to heavy winds when they move fast, but other then that those seem cool.
[X] 10034 moves near the door on the right of 10032, overwatch
[X] 10032 moves near the right exit of the building, overwatch
[X] 10033 moves near the stairs and take cover, overwatch
[X] 10035 moves left to 10033 initial position, overwatch
That way everyone is inside, the stairs are covered by two units, and we have a line of sight on the right alley, in case someone tries to exit the building that way.
@HatsuZ: There will be a narrative in between missions, although it'll necessarily be framed by the actions you take in the strategic layer. I totally understand your position, though.
[x] Plan Macros
"10034, check out that movement!" you call out to Last Order. Using the camera feeds, you see 10034 dash around the pillar and into the building, running up to the open door at the far right of the room.
A mottled man in sunglasses awaits her with what looks like a plasma rifle raised.
"10034--!" you call out, just as 10034's feed turns black and the sound of three shots rings out on the other feeds. Horrified, you follow the other MISAKA's gaze to the headless corpse of 10034, still smoldering on the bank floor.
"Everyone keep it togeth--" You're interrupted by the sound of more gunfire coming from the stairwell, forcing everyone to the ground. Another mottled, pseudo-human alien with a rifle peeks around the corner of the wall, firing a burst of plasma rifle fire that thankfully misses everyone.
"Status report, 10032!" The MISAKA doesn't respond, ducking low as a volley of plasma fire impacts the wall above her head. "10032!"
"All units except 10034 unharmed, Commander," the MISAKA responds, her voice audibly shaking. On the feeds, you see 10033 circling around towards 10034's old position, rifle raised.
[STATUS REPORT]
Allies
MISAKA 10035
HP: 3/4 | Armor: 0/1
Rifle ammo: 3 bursts before reload
Frag Grenade: Used
Esper Abilities: Arc Thrower on cooldown (1 turn)
MISAKA 10034
Killed by Thin Man, Operation Electric Dawn
HP: 0/4 | Armor: 0/1
Rifle ammo: 2 bursts before reload.
Frag Grenade: Available
Esper Abilities: Spark on cooldown (1 turn)
MISAKA 10033
Moderate panic risk due to squadmate death in vision.
HP: 4/4 | Armor: 1/1
Rifle ammo: 3 burst before reload
Frag Grenade: Available
Esper Abilities: Ready
MISAKA 10032
High panic risk due to squadmate death in vision and close proximity.
HP: 4/4 | Armor: 1/1
Rifle ammo: 3 bursts before reload.
Frag Grenade: Used
Esper Abilities: Available
Enemies
Sectoids
S1: Deceased
S2: Disabled; can be recovered alive for interrogation
S3: Deceased
S4: Positioned at the bottom of the stairwell.
Drones
D1: Destroyed; wreckage in front of bank entrance
D2: Disabled; drone is waiting at 10035's position
Thin Men
T1: Behind doorway on the east side of the building; potential flanking risk for 10032 and 10033.
T2: Behind a wall in the northeast corner of the building.
I agree so much, the Thin Men in-game are fucking navy seals. They'll pick off your veteran heavy in full cover from across the map with a critical hit, and then your whole squad will panic and that's the mission.
I actually nerfed them in this quest compared to in Enemy Unknown/Long War because I hate them and I think they're bullshit.