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#513
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late:-(
you died(
dunno how, just one day I couldn't find you on the lists. maybe went on a bender?
...everyone else got promotions though.
Lelya - commander, made it all the way to the top;)
now she flies with a bunch of green rookies on missions, turning them into soldiers. well, when you've got such a high-ranking officer (and a girl, heh-heh-heh:D) at your back, a heavy plasma in your hands, and a hot breakfast in your stomach, life doesn't seem so bad, and morale never drops:)
"Captain Arandor" — when such a paradoxical image pops into mind, many aliens bash themselves against the walls:D

...tested the HeroesWorld team in the psi-lab.
there's psi-strength, and psi-skill.
strength is innate for each soldier, can't be trained. mostly affects defense against external influence.
skill, on the other hand, can be trained, and affects the success of your own attack.
both on a 100-point scale.
strange as it may seem, Nazg got good at this. strength — 94 out of 100;)
that's really good, a real find for the organization:)
Brak, Lelya — around 90, also excellent.
me — 70.
Alucard, who now sports a named Exo Rocket Launcher — 60.
the rest are bad.
Siver... 3. poor guy:-( won't be flying missions against sectoids or ethereals.
Ar — 40.
Kosha and Vih — 20..
eh.
hired a bunch of rookies, looking for potential in them.

elerium is draining away, and the supply ships I'm looting rarely show up.
but I've slapped plasma on the interceptors, now I can take on anything except a battleship.
...The Kadian Gate attacked twice more. ha!
but now I've rebuilt the base, and all the aliens are clustering only in the gate, one small room, and I pick them off there nice and easy. such "attacks" just supply me with weapons and their own corpses to sell.
...I fought the ethereals once, before the tests in the lab.
it was terrible...
I had to instantly destroy each one so that none of them could see my squad or subdue them. that was extremely hard.
anyway, little by little.
researched the blaster launcher)

Added after 12 minutes
p.s. the stun batons available from the very start of the game are a great thing:)
I've properly appreciated them)
sure, they only work at point-blank range, but they're reliable, and you can often stun an alien right away, whereas the stun launcher takes a ton of turns to fire and reload. best case — one unaimed shot per turn, and it's not guaranteed the enemy will drop, plus a long reload.

p.p.s. medkits have also saved many lives already, they're worth every soldier carrying them on their belt (like the batons in the backpack:)).

p.p.p.s. as for the motion scanner, this time I didn't even research it, though I used to mess around with it sometimes. it's only good for production to sell, it's not very useful, the detection range is too small, so using it outdoors is complete idiocy — better to just look around, since it costs a lot of turns.
plus, swapping the scanner for a grenade from slot to slot every time isn't too convenient.
well... maybe if playing without saves — it could pay off when assaulting ships or bases.
Первый, кто был забанен за Правду.

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