Another mission pops up on the 23rd of May...
China base responds at that Strange Life Form.
Meanwhile at the midnight of 24th of May my team of 5 scientists have discovered the 1st cult network, the Church of Dagon Network, after some Disciple of Dagon's interrogation . Another three networks and I will be able to recruit the Military Envoy. With that Military Envoy Recruitment at hand I'll have only the Chief Researcher Recruitment locked. What will be the first to unlock for research: the recruitment of the Chief Researcher (need to research that Werecat shipped in with one of Land Surveys) or the Military Envoy's?
Hmm, but who is that 5 scientists? Ah, they are me plus that quartet of people that introduced themselves on my first day as the Commander: Quartermaster, Chief Accountant, Intelligence Officer, Chief Medical Officer.
Point all scientists to work on Chief Engineer Recruitment. This way I will have Workshop unlocked for research earlier which is useful - the facility takes long time to build, must start its construction early.
OK, the Strange Life Form begins. 4 agents (Inga Bang, Matias Heino, Jim Jun, Marie Mass) against some spikeboars at distance no less than 25 tiles. Two hunting rifles vs spikes. Humanity has an advantage!
Turn 1Two attempts to hit the nearest spikeboar with aimed shots from the rifles: 92% = miss (damned vegetation), 91% = hit. The creature on its turn responds with an aimed shot, hit one of the agents but the latter's armor negates the spike.
Turns 2-6Two riflemen vs three spikeboars; two more agents are scouting (maximum 15% to-hit with their Glocks, will not waste ammo). Keep the distance and go in pairs: in case of injury from spike uninjured agent will help.
Turn 2. Two hits from the rifles. No hits by the creatures.
Turn 3. One hit from the rifles. No hits by the creatures.
Turn 4. One hit from the rifles. No hits by the creatures.
Turn 5. One HIT from the rifles. No hits by the creatures.
Turn 6. One spikeboar dies of fatal wounds. Riflemen reloads. One spikeboar HITs Marie Maes twice, she now has only 8 hp out of 39 left and has 3 fatal torso wounds!
Turn 7Tactics update: scouts to fall back and patch the injures. The two riflemen continue to perform aimed shots on a one spikeboar, the one near the fresh corpse amongst the creatures.
Riflemen: hit + HIT. The southern spikeboar bleeds.
Scouts: retreat to the van, 1 heal action with a first aid kit.
Spikeboars: the bleeder advances, another one goes back a little (flanking move?).
Turn 8Riflemen: HIT to death, miss another target.
Scouts: 2 heals with a medipack, the wounded has 13 hp out of 39 now.
Spikeboar goes back and forth, slightly increasing the distance.
Turn 9Riflemen see the target at the distance of ~30 tiles.
2 HITs from the rifles. The boar missed.
Turn 10Let's hide and wait for the boar to bleed out! 2 HITs is a serious injury, it'll be quick.
Turn 30Still hiding... Either it wasn't the last spikeboar and its death from bleed out doesn't mean end of this case or it was the last but regenerating creature. Either way the map must be explored.
The advancing team has found the third spikeboar's corpse. So there is another one live spikeboar somewhere!
Turn 34Have found the last creature! Crawling near the corner which is opposite to the van's.
One Rifleman hits for 0 damage. The spikeboar misses and a another rifleman misses too with his reaction shot.
Turn 35Two riflemen each spend their last bullet: HIT, hit!
The last standing boar bleeds but hits Jim Jun the Rifleman! He has 2 fatal wounds and 17 hp left (out of 40).
Retreat & heal, hide & wait!
Turn 40Still hiding...
Turn 46Bug hunt mode activates: the spikeboar is truly the last and is now visible on the minimap. No-no, the rifles are empty, so the team will not go searching. Waiting for bleedout.
Turn 51The spikeboar collapses at last. The case is closed without losses and with the first living spikeboar to research!
Oops, there is no space for the creature inside the only animal cages facility that I have on another base. I can't order right away to free some space, have to sell the spikeboar for $36k and manage it all with manual save edit.
Financial TimeSold one of two kept zombies for $18000 to free up space.
Have $198966. Must subtract $36000 (and end with for $162966) for miracleously adding spikeboar to Europe base's stores via save edit.
Must develop a habit to empty animal cages before going to resolve "strange creature" missions.