We only have one first aid kit; DC should probably be given it. (Yeah, all right, I should have asked you to stay stealthy and just had the medic take all the hits.)
Sapper is very tempted to plant a charge in our current room; this turn we hide to the south and do the objective, turn after that we set it off to make our way out.
ETA: 8 AP for the objective. Bother. So this turn we get into place, next turn we do it.
Corrected map with missing tile: