Well that's almost certainly a bug. ill pass it along.
Yeah Supply Ships are set to Mission Fail rather than Mission Abort.
Turn Limit is set to 10
And there's even a background image explosion and language text that says "see you around next time... somewhere..." or such.
Seems quite intentional.
I hacked my .rul file to set it to 20 turns just because I finish them off quick enough.
If Dioxine doesn't want people harvesting supply ships and just wants people to pay the ~350 monthly infamy for not killing the base... put an SDD strength invisible nuke and set its countdown to 4 turns or something like that. So its still possible but very dicey. Or you could kill a few guys, pry items off of them, then hustle out.
Honestly, enemies equipped with nukes are more of a danger to themselves than you, as they recklessly discharge these weapons without regards for how many of their own guys will be caught in the blast.
This
Most Certainly needs to be changed with the Siberia mission because they're almost always underground, and even the dude at the bunker entrance is so easy to kill - if he fires his baby nuke usually it just stays contained (and vertical) to that bunker entrance.
I often see a dude down in the lower level with a baby nuke and it makes him
do nothing since he cant seem to calculate any angle where he can safely use it (for his own sake). So he just dies and is a baby-nuke-giver.
I mean I dont know what those stormtroopers could be given to make them as much of an intended hassle to (more than 1 gal at a time).
Maybe a Plasma Scorcher?
It is a one off big mission after all.
Plasma Scorchers break your heart and they're totally deployable.
And its a long time before you can use them, maybe well after Siberia.