Also using any kind of medkit is passive bravery training. Bandages, kits, basically anything with an HP heal (not vodka, for instance). You really ought to be carrying bandages on all your gals and using them whenever you can, even on downed enemies you weren't planning to capture.
In other news, I just beat my first Ninja Raid and Hideout of this update and I've learned some things. Seems like a lot of people have been having trouble with the 14mm turrets on the ninja crawlers and the walls of their hideout. Which is understandable. They've got really good armor for the point at the game at which they show up, and a tendency to waste a gal instantly on reaction fire if you so much as accidentally hit them. Dedicated anti-armor weapons tend to be TU hungry to fire accurately, and since almost nothing you have will kill the turret in one shot, you're pretty much guaranteed to lose a gal to reaction fire unless you can break line of sight with smoke or use an indirect fire weapon like a mortar.
I've heard a lot of people swearing by mortars, but I got my first ninja raid pretty early and didn't have a reliable source for mortar rounds. I spent the five rounds I'd gotten from gambling to no noticeable effect. Well, I can't help but notice that Dioxine has a habit of putting the tools you need to solve a problem on the mission itself. Once you clear the ninjas using standard peekaboo tactics and grenades, you can get inside the crawler itself. The skyforge laborers have a habit of carrying fusion torches, which you can use to melt through the floor directly under the turret. Now, I really do mean directly under, if you melt an adjacent tile, it will still be able to shoot you. From there, it's just a matter of rustling up a few more clips for the torch or just getting a gal with a hammer to beat the shit out of it from underneath. There's almost nothing in this mod that a sufficiently buff gal with a hammer can't kill.
However, that method was a little convoluted, and basically forced me to kill everything on the map before cleaning up the turret. The real solution has been staring us in the face the whole time.
AoE damage to take advantage of the 2x2 profile, the ability to always deal at least some damage through armor, relatively cheap autofire and reaction disrupt to keep you from getting wasted in retaliation.
Gentlemen, I am talking about flamethrowers.
A gal with a flamethrower can kill a 14mm turret in less than a single tank. Two turns. Plus the arcing shots mean you can do some really janky trickshots. Ctrl-click midair and the shot is bound to come down somewhere. The best part about it is that skyforge laborers also tend to carry flamethrowers. The tools to solve a problem are almost always present on the mission itself.
We were so preoccupied with high-tech solutions that we forgot a fundamental truth:
Ninjas cannot get you if they are on fire.