Mission 1: Get Out!
Turns out it wasn't Brotherhood propaganda, after all; when you step out of the elevator the lights go out, the general alarm goes off and the fire alarm too. Gunfire and running feet are added to the commotion. Screams of terror rip through the darkness: "They're here!"
Chaos envelops the Cartel Building. Is the Dark Legion really here? In Luna City? You have to get your bearings. Hopefully, Cartel Security and Doomtrooper commandos will regroup for a counter-attack soon, and the Brotherhood will surely throw themselves into the fight with pious fervor. But first things first: grab all the equipment you can and get the hell out! You don't even have time to put on your uniform.
Goal: End the turn with 6 prepared cards in play.
Setup: Start at wave 1.
Tip: If you find it too challenging after a few tries and want to focus on experiencing the story, have a look at the Difficulty Adjustments & Variants.
Mission 2: Extraction
Chaos has spread through Luna City. You've taken refuge in what used to be a bar but now is mostly rubble. You're hiding behind the bar. Next to you is the crushed body of the proprietor, wedged under a load-bearing beam of Bauhaus steel. Under the bar, miraculously intact, is a telephone. Breathing in the fumes of broken liquor bottles and smoke, you you telephone the Cartel command bunker.
Your fears are confirmed. Heretics are roaming the streets. A gigantic beast called a Razide has reportedly torn through a Mishima law enforcement building single-handedly, despite being badly wounded, and the few surviving witnesses rave about a black iron skeleton protruding from rotting muscular tissue and transparent tubing flowing with the poison blood of Algeroth. The horrors of Necrotechnology and the stench of Undead Legionnaires has turned Luna City into a madhouse.
From the sound of it, it's bedlam in the command bunker as well. You don't understand half of the diatribe. Necrotechnology? Algeroth? Sounds like Brotherhood lore.
There's still civilian personell trapped in the Cartel Building, you're told. "You're close by, right? Get back in, get them out, then report back to us!"
You take a swig from a bottle of Mishima sake and get up.
Goal: End the turn with 4 CIVILIANS saved.
Setup: Start at wave 1 with 4 HERETICS in the draw deck.
Third Mission: Organization
You're slowly learning more about the situation. After managing to extract some survivors, you've returned to the half-collapsed restaurant. It's not a safe place, but the telephone is still working. You call back and report.
In the Cartel Building the floors were strewn with the bodies of your comrades and co-workers. Amassing local Cartel forces in numbers large enough for a retaliatory strike seems impossible. And where's the Brotherhood, now that you need them for once?
Over the phone you learn about the other attacks. "San Dorado seems to have been struck at about the same time, so we can't count on Capitol sending any Free Marines from Mars at the moment. Heimburg was struck too, but a convoy of Venusian Rangers recently deployed to protect Bauhaus' interests on the outer planets was still close enough to return quickly. They say that Heimburg's been liberated but the whole jungle's aflame. We still have a rather vague picture of the damage inflicted on Luna City, so stay...." Static. Crackle. Silence. The line's dead.
Stay, huh? But that doesn't mean you have to sit on your ass. There are still survivors out there. And unless you want to end up crushed under a stone gargoyle, or under a steel beam like the barman, you should find a better place to hide than this crumbling neo-gothic block of moon rock.
You need to find a safe place, both for yourself and for other survivors.
Goal: End the turn with 6 saved CIVILIANS and a prepared refuge card.
Setup: Start at wave 1.
Are you ready for the next chapter?