Drayan Core

Mission Parameters

 * Open deploy 6
 * Turn goal: 14
 * Starting squad: Captain, Nyra, Engineer (swap in class), Soldier, Scout, Scout
 * Starting SP: 360
 * Base XP on Easy: 100
 * Base RP on Easy: 100
 * Max deployment: 12
 * Secondary objectives: 4
 * Max turrets: 4
 * Enemies: Cultists

Objectives

 * The mission ends when any templar gets past the gate in the south.


 * To open the gate, the TP between the two anti-aircraft guns must be captured. It is marked with a yellow arrow on the map.


 * Disabling the two guns are secondary objectives. There is a building next to each gun with a terminal to switch them off.


 * There are two more secondary objectives in buildings to the north. All secondaries are marked with purple arrows on the map.



Walkthrough
Another cultist only level. Respec everyone for HP, damage is unimportant. Equip long-range weaponry for Soldiers.

Speed
Make the Scout a Runner, and have a few Frag Grenades on the Captain, who should also be built as a Dasher. You may swap out the other Scout for any class. Maybe a second Engineer is best, because he can help capturing the first, neutral TP saving MP for the primary Engineer, buff the team with high-level Power Field, and also drop Sentry Turrets to help Nyra a bit.

On the first turn, do an elaborate dance moving everyone south/south-east exhausting MPs, buffing squad members with Pressing Need 8. Arrive in a tight formation (this is the tricky bit), buff up with everything you have (don't forget Nyra's Warding Fire) and finish with Rallying Charge 8, then move a bit further.

In subsequent turns, the Soldier will be collecting the two secondaries from the northern buildings alone, so he goes straight east. Everyone else goes south. Capture the first TP, but don't bother setting up defences yet. Nyra will go to the west terminal because she's the slowest, the Captain rushes to the eastern terminal, the Scout goes straight to the gate, and the Capture 6 Engineer to the second TP dropping Sentry Turrets and Landmines along the way. The second Engineer tries to keep up and does the same.

Deploy a seventh templar of your choice. A Hydra is a good choice to shut down spawn points and help Nyra.

The goal is turn 5 with all secondaries collected.

Score
Like Speed, but you have time until turn 8 and still have max turn bonus, which should be enough to deploy an extra templar.

Deployment & Safety
Two Heat Sink Engineers with Sentry Turret 3+ are definitely a priority as the mission will drag on long enough for overheating to become a big problem. A Hydra or two is also very handy for shutting down spawn points for area denial, but Soldiers and Neptune also work well.

Move the everyone to the first TP to be captured, buy Supply Booster, set up turrets and overwatch, and wait. While accumulating SP, disable the first gun, but otherwise don't do much. Deploy more templars as you can while holding the first TP which will probably not last long enough. When you have enough SP, quickly move over to the TP in the middle which is much harder to defend and deploy three more templars. Send a Scout to the exit, a couple of templars to disable to east gun, and the rest to collect the remaining two secondaries.