Though one Battleship has been cleaned out, there's still a Supply Ship flying around. Interceptors from Canada and Crete converge on it, but lack enough firepower to bring it down; both are equipped with an Avalanche Launcher and a Laser Cannon, which I'm beginning to consider a weak setup; even after firing all their missiles, they weren't able to stay in Laser Cannon range long enough to shoot down the UFO and had to retreat.
At any rate, here's what the typical haul from a Battleship is worth: almost six million, and that's without selling any Alien Entertainment or Navigation!
Note also the alien prisoners in storage. They'll have their day eventually.
The Supply Ship lands at London; this time I send a crew of unnamed agents to storm it.
It was not as dramatic as the last mission.
Though there were about five Floaters hiding in this house for some reason.
And this clever guy gave me trouble firing out of nowhere before I figured out where he was shooting from.
And that's all there is to say about that. Another ~3 million in the bank.
About a day later, a Medium Scout appears, looking for our base in Europe. If it flies near enough to Crete it may detect our base and call in a Battleship for a base assault, so let's shoot it down before it can do that.
I do have plans for this UFO, so I wait until it flies over solid ground before intercepting.
Like this.
This mission is going to have a very special crew. Remember how Colonel RefSteel brazenly shot a comrade in the back a while ago? That's a very serious offence.
It's his chance to redeem himself. He's kitted out for any situation.
This is because he'll conquer this crashed UFO on his own or die trying. The two agents in the back are there only to fly the Skyranger out if he falls in battle.
-THE TRIAL OF REFSTEEL-
RefSteel spends the first turn sitting in the craft, waiting for the aliens to move around and spend their TUs.
Then it's off to the races. He lays down a smokescreen to his west to block alien vision and sits around a corner.
Turn 3: There's a Floater already. This should be easy.
True to his nature, RefSteel's plasma barrage misses the Floater completely, revealing the crashed UFO in the process.
His second burst hits home, and he ducks back into cover.
Turn 4: The second Floater is in a great place to be shot. RefSteel manages to land two plasma bolts, but even so the Floater remains alive.
Then the next turn, RefSteel rounds the corner to come face-to-face with an alien! Quickly, he fires an auto burst which misses completely, but the Floater is slow to react and a second burst does it in.
During the interturn, the second Floater from before expires somewhere in the fog.
Turn 6: Two more Floaters have arrived, searching for the one that shot at their friends.
RefSteel sends them along with one plasma burst each.
Turn 7: All's quiet now. RefSteel tiptoes forward, but only makes it a few feet before a plasma bolt whizzes past his ears.
Turning to the right, RefSteel finds the shooter.
Luckily for him, his aim is on target this time. With that, the last Floater falls and the mission is over.
Congratulations on your acquittal, RefSteel! Hopefully you've learned a valuable lesson in aiming your weapon.