Kaldun Factory Entrance

Mission Parameters

 * Closed deploy 5
 * Turn goal: 16
 * Starting squad: Captain, Soldier, Soldier, Scout, Scout
 * Starting SP: 310
 * Base XP on Easy: 80
 * Base RP on Easy: 100
 * Secondary objectives: 2
 * Max turrets: 4
 * Enemies: Cultists and Xeno

Objectives

 * First primary objective is to open the doors of the factory building.


 * Once that's accomplished, the primary object becomes reaching one of the exit grids. There is one in the north, and one in the south wing of the building.


 * One secondary objective is at the northern edge of the map just after the trench section. The other is at the southern edge of map in the trenches (dark brown ground).

Tips

 * The mission ends when any Templar reaches the exit grid.


 * Which exit you use determines the starting position on the next mission, Kaldun Factory Core.

Score & Speed
The biggest danger of this level on higher difficulties is Overheating and the starting SP is not enough to deploy Paired Sinks. The best way to manage the heat is finishing the mission quickly. Swap in a Blitz Sink Engineer for one of the Scouts with Heat Sink 5 or so. Swap in a Hydra for the second Soldier. Equip +Heat gear. The enemies are mostly Cultists with a few xeno, so respec for HP, but put about 6 points into Willpower, too. The Scout should be a Runner.

In the first turn, have the Hydra kill the Cultists at the nearby Heavy Machine Gun Turret. Stay out of its range, but leave the turret alone. Rallying Charge and Pressing Need the whole bunch, then send the quicker team, the Captain (with Warrior's Wrath) and the Scout south, while everyone else moves north. There will be an ambush, don't let the Scout overtake the Captain. Each subteam collects one secondary objective on their way to meeting up in front of the gates. Once again, prefer running past turrets to destroying them to reduce the buildup of heat. The Engineer shall deheat those in need, giving priority to the Soldier who has to use Rallying Charge for a second time.

Inside the building, take either the northern or the southern route. Let the Scout or the Captain run ahead to the exit alone. Finishing in 8 turns is possible.

Safety
Like the previous method, but keep the squad together and take the northern route to the gates. Also, once within the gates don't let the Scout take off alone.