Extermination Protocol

Mission Parameters

 * Open deploy 5
 * Turn goal: 24
 * Starting squad: Captain, Nyra, Engineer (swap in class), Soldier, Scout
 * Starting SP: 450
 * Max deployment: 6
 * Base XP on Easy: 200
 * Base RP on Easy: 240
 * Secondary objectives: 2 (crates visible on the map)
 * Extra: Prometheum Resupply just north of the northern amplifier
 * Max turrets: 4



Objectives

 * First, kill the litch once. It will respawn, but the amplifiers are now destructible.


 * Destroy the three amplifier towers. There is one in the east, north and west.


 * Kill to litch again to destroy it for good.

Tips

 * The litch respawns randomly at one of the three amplifiers each time it is killed. Slowing it down is better than killing it. Put 3 points in Crippling Fire.
 * After killing the litch, always check where it respawned and make a trip to another amplifier to destroy it.
 * Time the trips such that the team defending the TP doesn't have to kill the litch before the amplifier is destroyed, else it may respawn on top of the squad.
 * Ideally, go for the last amplifier by slowing the litch down and leaving it behind. Destroying it continuously is just busy work and dangerous.
 * The three amplifiers are at an equal distance from the starting position, but the northern amplifier is closer to the TP. Often that's the quickest to deal with. There is a Prometheum Resupply stash just north of it.
 * The order of the amplifiers matters only a little.
 * It is okay to lose the TP, take everyone to destroy the last amplifier.
 * Amplifiers are sturdy (saw 712HP, 24 armor, 75% deflection on Ironman). When taking an amplifier down, start with Piercing Fire (you should be able to have it at L4-L6). Denounce maybe, but Frag Grenades and Pressing Need are more important on the Captain.
 * Equip the Captain with a high penetration blade (e.g. the Null Blade).

Walkthrough
There are at three options for how to play this level. They all start with capturing the TP on the first turn. For that, the Engineer should ideally have the Cyclone Relic (+1MP). Move to either the lower left or right corner of the TP, capture it. The TP starts out as unclaimed sot Capture 1 is enough. The rest of the squad should gather nearby so that they can all buff up (RC8). After RC, move everyone further up. When out of MP kill or slow the enemies on that side. Overwatch to defend against the remaining ones. The Captain and the Paladin start a couple of tiles further up than the rest. If on the right side, they can walk up and past the litch, take it down, throw a grenade or two or put PN4 on and immediately start towards the north amplifier (unless the litch respawned there). If on the left side, then the litch is probably still alive and they will need to hope that it will not respawn in the north when it dies next turn. On the second turn, recruit a sixth templar.

Depending on the priorities, this mission can be done in different ways.

Safety
Set up high level turrets around the TP, get a second engineer or Perimeter Resupply to have 4 turrets. Both Engineers should have Heat Sink 2 or 3. With a Scout and a Soldier that should be enough to defend indefinitely. Rack up SP, Medikits, take down the amplifiers with the entire squad moving together, and collect the secondaries.

Score
If you want the 20% turn bonus, then after taking the TP immediately send the Captain and Nyra to the northern amplifier (RC8, PN4) and a Scout halfway to soften up the target. The roundtrip should take no more than 3 turns. Deheat, reapply RC8, split the team into two and rush to destroy the remaining two amplifiers. This can done in 6-8 turns.

Speed
If you want the absolute best turn count with some risk, then only form a group to put RC8 on then split immediately into three groups. The Captain goes alone but should be able to destroy an amplifier quickly with the grenades. Can be done in 4 turns.