So we definitely lose the E entrance room this turn. Sapper can get as far as adjacent to the large tile (on the small tile that crosses the ship), or one further back if he stops to save.
Death Cheater may wish to note that throwing a grenade has a but not an , so it’ll set off the alarm but it won’t reveal your position.
Bruno can get onto the small tile over the ship, take a shot at the guard on the large tile, and have a saved action for the entering enemies. Does that seem sensible?
At this point, I am thinking it is best if I just stay here and do nothing. All the guards are moving S anyway, so all the reinforcements from this turn will be in either the medium tile next to me or the two small tiles along the SW edge, which will just leave one guard on the objective on the next turn.
Bruno will be able to take out the guard on the objective, Sapper can go in (setting off alarm), plant TNT, move back which will make him stealthy again, then blow the TNT.
DC moves through the rubble (E), then N, N. We have to deal with the reinforcements from the N and E doors on the following turn, but then we are out.
OK, so I think the plan so far is:
Sapper: W [1], W [1], plant charge [0], E [1]
Bruno: ?
DC: stay still
Event card blows up the SE trapdoor room, making it accessible from the S entrance room.
Then next turn Bruno and Sapper can get out via the NE trapdoor; blow the charges, which finishes off anyone in the S entrance room; then DC can run E, E, open trapdoor, out.