Upon seeing this, you immediately order "Vikings, blow those alien ships out of the sky!" The pilots immediately comply, shifting their over-engineered multi-role war machines back into aerospace fighter mode as they bounce back up into the sky. The fighters loose their missiles, the MT50 Lanzers streaking across the sky.
Cydonium is immensely durable compared to conventional materials, but nowhere near indestructible. This is proven as 8 missiles slam into the closest alien ship, their armor piercing shaped fusion warheads being specifically designed to blow holes in reinforced aerospace craft hulls, which they do.
This firmly draws the attention of the alien ships as one of their number falls to a power core breach from secondary blast effects. Though no ship-grade plasma is being sent your troop's way, your Viking pilots have their work cut out for them. As they strafe one ship with Gauss fire and another volley of missiles, the
gear-shaped one gets a shot to connect with Viking 2, blowing off its left engine, missile pod, and wing.
That done, the only currently unscathed alien craft begins accelerating straight up in a desperate bid to get out of the atmosphere as quickly as it can. By your gaze, you can sort of tell that they're red-lining the engine. Your remaining Viking attempts to pursue, but the alien ship can accelerate just that little bit faster than the Viking and jumps to FTL the very instant it clears the atmosphere.
Back on the ground, four of your soldiers have been injured enough to be incapable of any further fighting today, three wounded from enemy fire, and one has a crushed shoulder from failing to brace properly when firing their C-10. You've also got one fatality in CMC-400 from a grenade, though if you get him back ASAP you might be able to put him on life support (and possibly make him a shiny new cyborg body) before he suffers too much vital organs-blown-to-bits related brain damage. Currently his suit is applying cryogenic substances to his head to assist in that endeavor, but that's only good for about half an hour.
MISSION COMPLETED
+2 UFO wrecks (medium scout)(ownership disputed)
+13 UFO wrecks (varied)(ownership guaranteed, though retrieval will be a pain)
+48 Sectoid corpses (ownership disputed)
+4 Cyberdisc wreckage (ownership disputed)
+41 Sectoid plasma rifles (ownership disputed)
+119 Sectoid plasma rifle magazines (ownership disputed)
+7 Sectoid plasma rifles (retrieved)
+20 Sectoid plasma rifle magazines (retrieved)
+100 Sectoid grenades (ownership disputed)
+10 relationship {X-COM}
+reputation {US gov}: mysterious, possibly untrustworthy, probably saved Cleveland
+reputation {American Magical Community}: Where'd these guys come from!?
+reputation {Sybille}: Fairly competent, given his lack of experience
+reputation {aliens}: Mass Murdering psychos with access to hardware they really shouldn't have
+2 free hangar space
-1 Firestorm (reclaimed 430
Cydonium, 45
Superconductors)(lost 120
Elerium)
-1 Viking (reclaimed 600
Neosteel, 420
Superconductors)
-1 suit CMC-400 (reclaimed 70
Neosteel, 6
Superconductors)
-1 C-14 Impaler Gauss Rifle (reclaimed 1
Neosteel)
-11 magazines C-14 ammo
-1 magazine C-10 ammo
-8 magazines plasma rifle ammo
-12 Hypersonic Fragment grenades
-3
Elerium Warhead grenades
-2 stun grenades (reclaimed and waiting for refurbishing)
-1 Hover HWP (reclaimed 180
Cydonium, 75
Superconductors)(lost 3
Elerium)
-680
Cydonium, 180
Neosteel, 100
Superconductors for repairs
-425
Elerium to refuel aerospace craft
-4
MELD to stabilize wounded for transport (aren't you glad you brought those medics now?)