Mission 1: Breakout
At last you've managed to re-establish contact with Cartel command! Your orders are to move on, leaving the group of survivors to fend for themselves until help arrives.
Not far from where you are, in the direction of Cybertronic HQ, four medics are pinned down; Heretics are swarming the area and Dark Legionnaires have attacked from the sewers.
You're to find the medics and get them out. But first you'll have to get there.
You inspect the improvised fortification around the utility tunnel entrance one last time and wish everybody good luck.
Halfway down a backstreet, hunched under the rusted grating of a loading platform, you catch your breath for a moment, watch, listen...
They're everywhere!
Goal: End the turn on wave 8 or higher.
Setup: Start at wave 5.
Note: You start with one HERETIC in the draw deck as usual.
Mission 2: To the Rescue!
Damned, that was close! You wipe the sweat from your brow with a dirty sleeve; oh wait – that's blood, not sweat! Your clothes are almost in rags; you're cold, damp, thirsty, could kill for a cup of coffee; the gleaming cylinder of the Cybertronic HQ looms over you like a stainless steel thermos and all of a sudden you feel very small.
The four medics are supposed to be in this block somewhere, if they're still alive, and you've already checked the hot rod V-T across the street after getting the dead driver out of the way. It'll start and it'll plow through a horde of enemies without even denting the reinforced chassis. And there's plenty of room for any medical or other useful equipment in the trunk.
Let's get to work!
Goal: End the turn with 4 persons (NOT counting yourself), 3 equipment and 1 VINCIANO-TRAFFAUX, all in the play area and prepared.
Setup: Start at wave 2 with the VINCIANO-TRAFFAUX vehicle card in the explored area.
Are you ready for the next chapter?