S7-1: Ambush-1
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S7-1 Ambush-1 |
Episode 07 Previous 7-16 Next S7-2
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Make good use of neural interference landmines to deal with guerillas that are difficult to injure through normal means. <Interference Mine> Upon explosion, deals heavy damage to enemies in the surrounding tiles and amplifies the damage they take for 15 seconds. |
Information
Recommended level | Elite 2 Level 15 | ||
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Sanity | Drill Plan | EXP | LMD |
18 | 1 | 180 (216) | 180 (216) |
Unit Limit | Initial DP | Life Points | Enemies |
8 | 10 | 3 | 32 |
Deployable devices | ![]() | ||
Additional information |
There are 2 pre-deployed Interference Mines. |
Drops
First clear | |
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Regular | |
Extra |
Enemies
Normal | Guerrilla Hound ×13, Guerrilla Fighter ×13, Guerrilla Herald ×2 |
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Elite | Guerrilla Shieldguard Leader ×2, Guerrilla Mortar ×2 |
Mid-operation story[edit]
The following story is only played in the middle of the operation when it is played for the first time. | |
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Characters
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Events
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<Game paused> | |
12F | This fighting force now helping Reunion has experienced countless wars of all shapes and sizes, and they use equipment and tactics that set them apart from any other Reunion troops. We'll need to use some extraordinary measures to counter their heavily-armored units. |
PRTS | [The Interference Mine on the deployment list is highlighted] Interference Mines will explode upon contact, dealing a large amount of True damage and rendering the affected enemies more vulnerable to damage for a period of time. However, Interference Mines also need time to execute a startup sequence after deployment, and cannot detonate until this program has loaded. [One of the pre-deployed Interference Mines are highlighted] These devices take advantage of the Originium Arts of our Operators, and can damage an enemy's nervous system. Some of us call them Interference Mines. |
12F | Even so, someone has to step on them first before the Originium Arts inside can become effective. You'll be able to put them to good use, right? |
<Game unpaused> |