Canada finally gets the Interceptor they've been asking for. It carries a Laser Cannon for general destruction, and an Avalanche launcher for roughing up bigger UFOs or those that try to escape quickly.
With the lack of success in capturing alien Commanders, this new technology might make the difference.
More days pass. Proceeds from Paris fund expansion of the Antarctic base, and soon all of X-COM's scientists will be housed here in security and (dis)comfort.
Research on Elerium-115 completes - no immediate applications, but it's necessary for some advanced technology.
More pertinent is that of Plasma Rifles. This the overall most accurate weapon in the game, and its damage is a cut above that of Laser Rifles too. Ammunition is somewhat limited, so for now only a couple of agents will carry these on missions.
Researching a Plasma weapon unlocks Plasma Cannons, the ultimate in aircraft weaponry. We'll go after those sometime later.
At about the 23rd of May, one Large and two Small UFOs are shot down over Europe; the RB team goes out to recover the Large one, which turns out to be another Floater ship.
It was a very by-the-books mission: see alien, shoot alien, repeat. I won't be going in to the details.
More exciting was this:
A Large ship appeared over Russia, paused over Siberia, and then made a turn towards Novosibirsk - another Terror attack perhaps? Whatever the case, before it could get there the Interceptors shot it down, possibly sparing the civilians another visit from the aliens and X-COM.
Why don't we take a look?
The Skyranger touches down in a wooded area, a nice change from all the farmland X-COM is used to dealing with. As always the tank rolls out to scout.
Hello, what's this?
A Snakeman! Good on him for surviving a rocket blast too.
Those of you that have played X-COM will know what seeing Snakemen here means.
We've still got to kill the guy, so Lewwyn drops a smoke grenade and becomes the first in a procession of agents to run out of the Skyranger, fail to shoot the Snakeman, and step aside for the next one to have their go.
Lewwyn, El Grillo, REM, Dp101, haphazard, Bobchillingworth and RefSteel all fire aimlessly before AdrienIer, newly out of the medbay, finally manages to land a shot. If every Snakeman takes eight attempts to kill this mission will be quick to fail.
During the aliens' turn, a strange black figure peeks around the corner of the UFO, then retreats. What could that be?
There it is again. Adrien manages to hit it twice, but the creature stays standing.
REM gets him with an Aimed plasma shot.
Turn 3: No more activity from the aliens this time. The tank moves up to the front of the UFO but can't find anything...
Over to the aliens then.
Out of nowhere, the tank is struck by a series of blows from an unseen foe, and collapses on the spot!
Mardoc finds the culprit - another of these black creatures. He hits it twice with an auto shot.
Dp101 fires four auto shots at the creature, but only hits once or twice - see one of his shots missing by a mile.
After Whosit misses with a rocket, haphazard runs up to the alien, fires four times...and misses four times. If Bobchillingworth doesn't manage to kill this thing, all of you are dead meat.
Bob draws his laser pistol and fires two bursts - on the very last hit, the creature collapses, down but not dead. Congratulations on saving your squad from a messy death, Bob.
Then on the alien turn:
Mardoc, look out! It's coming right for you!
Closer...
Closer...
...It stops dead in its tracks right in front of him. Mardoc miraculously escapes death.
He kills the 'Chryssalid' in a single shot. Clearly this was the runt of the litter....or maybe Whosit's rocket last turn damaged it?
Meanwhile, the south squad has a Chryssalid of their own to handle.
Fortunately REM is on point and zaps it with a single burst of plasma.
The eastern group is going wide around the corner of the UFO. Very wide.
During the Alien Turn 5, disaster strikes - Mardoc is torn apart by something in the mist.
Maybe smoke grenades were a terrible idea this time.
haphazard fires blindly into the smoke and seems to hit something just by the edge of the UFO.
Whosit sends in a rocket, but hears no death cry.
There's nothing else to do but huddle in the trees and hope nothing notices them...
The southern squad has a problem of its own to deal with - a long, narrow corridor between the UFO and the edge of the map. The other side of it is perfect for an ambush against them. For now they line up at the near end, preparing to shoot anything that moves.
To both squads' relief - and nervousness - the turn passes without any sign of the aliens. Except:
Bobchillingworth spots a hunched figure among the trees approaching and raises the alarm: "Oh my God, that's Mardoc! What happened to him?"
"He's turned into a zombie!", Whosit shouts.
"Ghfraaaaghl", Mardoc clarifies.
"Oh, and there's a Snakeman over here too."
Bob guns down the Snakeman and the rest of the squad retreats as far back as they can to wait until Mardoc gets closer. Maybe he just wants to say hi.
By the southern side, RefSteel finds nothing more than a lone Snakeman. Not enough TUs to do anything about it though, so he goes back around the corner and the rest of the squad edges forward.
Mardoc lurches forward, accompanied by the Chryssalid that killed him - it runs at haphazard until a laser blast from Dp101 gives it pause.
haphazard tries again for a close-range kill with his Plasma Rifle and eventually manages to knock the Chryssalid unconscious. Bob goes for Mardoc, but even three hits with a Laser Pistol make no apparent impression on his bloated form.
Whosit fires a rocket directly at him. But when the smoke clears, in Mardoc's place stands a newborn Chryssalid.
Dp101 throws his High Explosive at the creature, and shoots it twice with his Laser Pistol. He'd better hope that's enough damage.
It wasn't.
I'm very, very sorry, Dp101.
The Chryssalid rips him apart...
...And slices up Whosit while it's in the area.
haphazard and Bobchillingworth now have to face two zombies and a Chryssalid all by themselves. haphazard shoots the Chryssalid.
Then they turn and run as far as their legs can take them.