We're still working through the halls. I'm having to push the squad for the first time in my life, but if I have to beat guts into them with my bare hands I will. They still trust my command and I'm not going to give them permission to quit

Objective : reach the red exit area
Loss if : sergeant Bratt is killed during the mission
Enemies : Ee'Ther, Pyr'Coo, Dec'Ther
Ammo boxes : 3
Equipment boxes : 11 (10 points, 20 points, 20 points, 20 points, 50 points, 50 points, 50 points, 50 points, +2 skills points (one for light weapon proficiency and one for heavy weapon proficiency), +1 point for battle fitness, +1 skill point for technical)
Space marines : sergeant Bratt, West, Maxon, Casso, Lee, Bakee, Mendel

Tips :
- Be sure to rest units before opening a door.
- Concentrate your firepower, the Pyr'Coo and Ee'Ther have strong armor.

Commendations : no

Before mission :
Weapons : -
Equipment : -

Strategic report :
By Troy : this mission would be easy if, you could pass up all the chests in this room. A jetpack could take you over the walls and to the exit in a hurry, but... When you start there are three enemies to deal with. Keeping Mendel alive will be a great bennifit to you later, you'll see why, so just do it. If you have a "newer" recruit, like one that you picked up along the way and have been nursing him along, there are two chest behind the guys you can see to start. The near one has, +1 technical skills, and the far one has +20 equipment. The center will let loose some small spiders once you enter it, so don't go running in with hot weapons. The two chest just through the wall from where you start, not the four in the middle or the three lined up along the far wall contain +1 Battle Fitness, and +1 Light and Heave Weapons Skills. Very helpful, it is just a long way to go, you have to go through the middle, right around the corner, and back down again. It is not a problem for a guy with a jet-pack but he probably does not need it.