Necromunda: Underhive Wars

Necromunda: Underhive Wars

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Story Campaign Walkthrough and Advice Necromunda
By prpl_mage
Are you enjoying the game but could be enjoying it more if you could get through the campaign and learn the game?
Maybe you're stuck on a mission and need some pointers?
Or maybe you just want to unlock the infamy points and cosmetic unlocks for completing it?

It doesn't matter, this guide is here to give you information about the different missions, what the objectives are and what you have to deal with.
   
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The Story Campaign's Design
The story game mode of Necromunda puts you into the shoes of different gangs with preset operatives. This means that you don't really have the chance to effect which you play, how your team works or what you improve. Instead you have a set team and a set mission which is the opposite of Operations Mode, so consider this to be part tutorial - and part challenge mode.

You will follow 3 different gangs, each from the base game's different houses: Escher, Goliath and Orlock. Most of the operatives return for future missions with the same gang. But items picked up etc are not carried over.
Therefore, it's a good idea to try to learn what composition each team has and what skills they have to have a better strategy for the different missions. For example, some of the saboteurs have a whole lot of traps while another team has the buffing skill and only the basic trap.

I personally like it this way, because it forces you to try out different things instead of you making and repeating comfortable choices and making yet another glass cannon operative or a full 5x Heavies team. You need to put your operatives and their set skills to use to clear the map basically. And by doing this, you learn more about the game and different tactics!

There are 15 chapters in total and for every 5 you complete you both get a fancy Achievement and Infamy points for Operations Mode (I might get around to make some sort of guide about that game mode, but probably not).

The missions each have Main Objectives that needs to be fulfilled to complete the mission. However, sometimes these are revealed later as a result of completing one of the previous objectives or over time (rounds passed).

There are also secondary objectives in some of the chapters. These are all part of the tutorial to teach you about game mechanics etc. You don't need to do these, and there's no real reward for doing them either aside from maybe being guided towards a tactical decision that benefits you and giving you a voice line or two.
(That I know of at least)
General Advice regardless of map
This is just some general advice about the game that you can use regardless of map.

Initiative Weaving
Remember that each turn of a round you pick an operative to activate. And so does the enemy.
The chosen operatives will activate in initiative order.
You can use this to your advantage to give your enemy a double whammy.
If you open up the map you can see the intitiative values of all operatives in the battle on the left hand side.
So with some planning you can do what is commonly known as "initiative weaving".
If you pick an operative with a low initiative it will act last, and then the next turn you pick an operative with a high initiative which will act first. Allowing you to focus on an enemy easier since you now take "2 turns".

Likewise, you can use this by planning who your last operative to activate in a round is. You can do your final turn with it, then choose it as your first operative in the next round.


Overwatch & Ambush
Both of these skills are reaction skills. One is about shooting, the other about melee combat.
They will only trigger when an enemy MOVES within the range indicated while also being in line of sight. This is an effective way to play defensively since you can keep your position and force your enemy's hand.
Overwatch will give the target the Pinned condition, meaning that they're missing out on movement for that round.
Ambush will move to the enemy and intercept their path and initiate combat with you making the first hit. You also have a chance to inflict Stun which costs 20 ap for your enemy to get rid off. Also, if you're in a position that you can't charge (such as a ledge etc) and someone intiatives combat with your operative, you still hit first.
There is a reason why the AI insists on using these after all (and totally not because their pathing is broken).


Entrench
This is one of your most tactical tools. For 35 MP you can restore 20 AP. Meaning that if you don't move too far you can squeeze in an extra attack, or just have enough AP to ride a zipline, reload your weapon etc. So you're at advantage if you try to be pretty stationary, especially for your heavies with higher costs. It seems like the enemy AI won't use this skill either.


Orders & Auras
They may not seem like much, but these can be pretty important to ensure that one of your operatives can get the job done. Order Attack gives a target more AP next activation and Order Planning gives it more MP.
Also, Auras are activated and stay activated until the end of the battle or until the operative using it is stunned or deaded. Grouping up can be a good strategy in some scenarios, and this helps.


Health Dispensers
An operative can activate these handy objects to regain 75 HP (+ bonus from Toughness etc), the message will always say "75" though. But they are a great way to get your operatives back into the fight. They are however also available for your enemies, so you probably want to sabotage them with your saboteurs.
Also note that you can only use one station for each of your operatives in a battle.


Grazes, Criticals and Armor
Everyone loves numbers, but sometimes the estimated numbers lie because of variety.
Your accuracy and your enemy's evasion for example, and then some.
All attacks have a grazing chance with deals less damage than normal, written in blue numbers.
All attacks also have a critical chance which deals more damage (sometimes a LOT more), written in red numbers.

If you do a normal shoot or strike action you may hit a part of an enemy that is armored, such as the massive mechanical limb of a Lay Mechanic which has a 45% damage reduction on that arm.
If you use Aimed Shot or Aimed Strike you pick which part of the body you want to attack and can remove this variable to your damage.

Also note that weapons have different damage types. An Autorifle deals impact damage while a Lasrifle deals energy damage. And there' also piercing damage. It's always a good idea to consider for the tougher enemies that tend to wear armor pieces (Heads are never armored).


My hammer is my firsts
If you have a two-handed weapon a shoot or strike action will cost 30. Likewise if you have two one-handed weapons equipped. If you attack with a single one-handed weapon the cost is 15 instead. And so is it with your fists. So if you just tried to defeat an opponent, and it has a sliver of health left but you only have 20 AP to use and you can't strike because of your two-handed weapon, or you can't shoot again. You can always unequip your weapon for 5 AP and then punch them in the face.


Saboteurs (SA)
Your saboteurs have flamers or similar most of which adds a damage over time or debuff. When firing these you also shoot in a cone that can hit more than one operative.
But the real kicker is the Homemade 'Nade skill. It usually deals equal or more damage, has a big round area of effect and when upgraded lowers the cost below shooting normally. If you have height advantage you can throw these pretty far and deal a lot of damage to groups of enemies, perfect for picking off that enemy with 22 hp left or to wear enemies down. They also break barricades and bridges etc.
Also, being the saboteur you can ruin objects on the map to create hazard zones, disable zip lines, screw with elevators and disable healith stations.
All in all, a great operative to keep alive.

Heavies (HE)
Your heavies have the best range, the biggest guns, an amazing special overwatch (Heavy Barrage) and are usually skilled up with Auras of different kinds. Make sure to have the height advantage to be able to use Heavy barrage or use the shoot action etc to pick off enemies in a distance beyond their overwatch. Likewise, your overwatch will be able to reach really far which is both good and bad since far also means less chance to hit. Aside from your leader, this is probably the operative that will deal the most damage, stay alive the longest and just in general win you the game.

Brawlers (BR)
These are your melee fighters, sometimes with two single hand weapons and sometimes with a big one. They pack a punch and can screw your opponents over. Charge can get you into melee range and ignoring overwatch, Death from Above allow you to attack in an area below you and there are other skills that improve your odds to take down enemies in close combat.

Deadeyes (DE)
These are your mobile shooters with Ascension which can be used to get to higher ground and different shooting skills to target several enemies, hit certain body parts etc. Most of them have a high Initiative value and are perfect for picking off enemies your heavy has damaged but not killed. Also great to position for overwatch and usually have melee weapons in inventory.

Lay Mechanics (LM)
This is probably your least useful operative in most missions. Some of them have useful skills such as building health dispensers or towers that increases your evasion. But mostly you'll use them to repair broken things. They don't punch as well as brawlers and they don't shoot as well as deadyes. Also, they're missing one arm so they can only carry 1 mission object instead of 2. Because of how the missions play you will be forced to be quick about things or move to certain locations, at least they're good at making a run for it since that mechanic arm got a lot of armor.


Hotkeys
Pess R while choosing an attack or skill you will get all the information about it.
Press G while choosing an attack or skill you will see all known actions, not just the ones currently available because of AP or circumstance.
Press X when choosing an attack you can cycle between using both, left- or right hand.
Press Q or E to cycle between valid targets for attacks and skills.
Press Ctrl to see through the stage with operatives, enemies, objectives etc being highlighted.
Press M to open up the map.
Chapter 1 - Hive Quake
Map

Main Objectives
Move your Fighters towards the crates blocking the path
-Vault over the crates to reach the other side of the platform
Approach the ledge and jump down to reach Vex
Find a way out
---Follow the path towards the stairs
----Target and destroy the barricade with an attack
-----Climb the stairs
-----Defeat Morenn
-----Defeat Trixi
------Search Morenn's body and place her Underhive Map in your Fighter's Backpack
-------Escape through the Extraction Point x2
Vex must survive
Kyra must survive

Optional Objectives
Find something to heal Vex

Your team
Escher
HE 0 61, Vex

SA 0 72, Kyra

Enemy team
Escher
DE 0 102
BR 0 81

Advice

It's the first mission and a tutorial about controls and movement. You will also be bombarded with information and advice in the top right corner.
Your fighters have limited skills etc, such as you not being able to do overwatch or entrench or any class specific skills. Just the base game experience at the moment.
Follow the objectives, read the information about actions etc and defeat the enemies when they spawn in.
Then search the body and move to the extraction zone and use the extract action.
Also note that the Brawler will inflict you with the Toxin Specialist debuff which increases the AP cost of your Strike (melee attack) which can be a bit confusing if you just started out.
Chapter 2 - The Secret
Map

Main Objectives
Reach the central higher ground
-Interact with the cogitator to secure an Extraction Zone
--Reach the Extraction Zone located on Floor 2
--Tessera must extract. If needed, revive her with an Adrenaline Shot
Defeat Flynt
Defeat Pryska
-Search the bodies for clues

Optional Objectives
Sabotage a Zip Line
Find Healing Stims in a Loot Casket
Find Adrenaline Shots in a loot Casket
Vex must extract
Kyra must extract

Your team
Escher

DE V 108, Tessera L:

HE I 61, Vex:
Aura Safeguard

SA I 92 Kyra:
Homemade 'Nade:

SA I 97, Hyviene:
Homemade 'Nade

LM I 91, Quorri

Enemy team
Orlock
BR V 95, L
HE I 64
SA I 95
DE I 105
DE I 105

Advice

As the second mission of the game they put the player in a strange situation. From a calm 2 fighter tutorial to a full scale 5vs5 battle with enemy reinforcements. You have the disadvantage of being at the lower level while enemies will use Overwatch from the floor above to shoot down at you when you try to move. So this mission will not feel good if you're still learning the game.
Note that both your DE and HE are in Overwatch at the start of the mission and can take some shots at moving enemies if you activate them later the first round.

You have some clear objectives, reach the central platform of the map and defeat Flynt and Pryska. They have an orange banner icon next to their names so that you can identify them. They are the Brawler and Heavy.
But your most pressing matter right now is to thin the numbers. I'd activate your two SA first and deal with the DE on ground level to the east. Then position to take the elevator or zipline up in coming rounds before ending the turn.
You may see that all your fighters have Aimed Shot as a skill aside from your SA, that's because they are equipped with a spread weapon that hits all enemies in the cone instead.

Hopefully Flynt will activate and trigger the overwatch from your fighters below, cutting down his health. If he does, activate Tessera next to use Ascension to quickly grapple to the floor he's on and put him down. Then run for cover.
When you defeat your first enemy you'll get a new main objective to search a body. Do so and take the story item into your inventory.

Your next step is to get your fighters to the upper floor to deal with the rest and move towards the objective. Defeat Pryska as you go. Remember that when using an elevator, use Q and E to cycle between possible floors to move to. The zipline is the fastest way but it also puts you closer to the SA and DE that spawned further back in the map. But I'd still advise it.
Also note that the enemy SA has Homemade 'Nade. So try to not group up your fighters or you might just get a double grenade in all of those faces.

Next, you need to approach the middle cognitator (computer) and interact with it, an extraction zone will now appear on ground level. If you have defeated both targets and looted a corpse you can simply move Tessera to the extraction zone to end the mission. What to do if Tessera got gunned down? Check the Loot Caskets on the central platform for Adrenaline Shots and use on her body to revive her, from the Tactical Skill tab (2).

For some reason you also get optional objectives to extract Vex and Kyra as well, but they're optional so not sure what the point is really, I didn't notice anything special happening.

Reinforcements will spawn for the enemy team at the end of a round when they have 0 fighters left on the map. Like other maps it seems to be the fighter you took out last. So if you defeated a Deadeye last, the reinforcement will spawn a new DE at the end of the round whenever the amount of fighters is 0.
Chapter 3 - A Dependable Agent
Map

Main Objectives
4 Rounds

Setup an ambush using Skills, Traps and Barricades
-Defeat the Rowdy Boyz
Reach the rendez-vous point
-Call the Elevator
-- Calibrate tthe Elevator Generators x3


Optional Objectives
Place Traps at the choke points x2
Place a Pheromone Cannister
Place a Barricade
- Gather a Toolbox to calibrate the Generators

Your team
Escher

DE V 110, Tessera L:
Order Attack, Order Planning, Field Scan

HE II 65, Vex:
Aura Safeguard.

SA II 92, Kyra:
Homemade 'Nade: Corrupting Trap

LM II 91, Quorri:
Build Barricade, Build Pheromone Cannister.

BR II 76, Calria:
Charge.

Enemy team
Goliath

HE V 52 L
DE II 87
BR II 86
SA II 84
BR II 76

Advice

The mission ends in 4 rounds and you need to reach the rendez-vous point and interact with the elevator to reveal another main objective. However, you still need to defeat all the enemies so don't feel a need to rush there.
You have the first round alone and prepare for your ambush. So each fighter has one turn to position and use skills to give you the advantage once the enemies spawn in.
3 enemy operatives (HE, BR, BR) will spawn in the southern reinforcement area and 2 in the northern one (DE, SA).

Use your SA to decide what sort of choke point you want. There are two Control Stations nearby that you can sabotage to create a slow and damage area. Or you can place traps on bridges and such. If you activate Tessera first you can use her actual Leader skills now. All leaders have two different orders - Attack and Planning. Use orders to give the SA more AP and MP in case you want to go all in.
The second fighter you can consider is your LM, but keep her down near the ground floor for the main objective later. Place a barricade to block a path or place the cannister where you expect you or the enemy to stick around. Such as after a charge.
Use your HE's Heavy Barrage at the location where 3 fighters spawn. Unlike normal Overwatch you can fire several times as a reaction. But the weapon will jam after 3 shots, so you can make 3 shots basically if they move within the area.
Move up the stairs with your BR to prepare for a Death From Above action next turn when the 2 enemy fighters move. She also has Charge will allow you to get into melee range of an enemy and ignore the Overwatch while doing so.
Basically, do what feels good to you. It's an even fight after all.

I would suggest that you run to the elevator with an operative no later than round 3 just in case. It will trigger a new main objective to repair 3 of the generators on the ground floor. Your LM can do this being a LM, but other fighters can't unless you pick up the Tools from the toolboxes on the map near the elevator. Just make sure that you have the movement and AP to fix the generators and kill off the last enemies before the time runs out. Once both are completed the mission is over.
Chapter 4 - Rowdy Boyz
Map

Main Objectives
Defeat Calria
Enter the Banecat's Hideout perimeter
-Locate the Banecat's Lab
--Ignite the Chem Labs x4
-Locate the Guilder's Cell.
--Attempt to free the Guilder.
---Defeat the Banecats.
---Search defeated enemies for a Key.

Optional Objectives
Set Traps to the West x2
-Search the Hideout for healing supplies
--Sabotage the Banecat's Dispensers

Your team
Goliath

HE VI 52, Blutvor L:
Order Planning, Aura Safeguard, Order Blitz, Order Attack.

DE III 87, Haagen:
Field Scan, Mark Target.

SA III 92, Drezika:
Homemade 'Nade: Dizzying Trap.

SA III 105, Vrexa:
Homemade 'Nade: Dizzying Trap.

LM III 80, Guag:

Enemy team
BR VI 82 L
DE III 110
DE III 103
LM III 91
HE III 61

Advice
And now it's time for a new gang to play.

Welcome to the siege and your first larger map.
Your fighters are spread out and your enemy are all camped together all nice and cozy.
While looking at the map it might seem quite easy. But the place is riddled with traps and barricades at places that down show up while looking at the map or using the tactical view (Ctrl). So make sure to keep an eye on your surrounding, especially from the viewpoint of your fighters placed high.

You'll notice that your leader is also the team's only Heavy. And Blutvor really is a team player having a lot of Orders and an useful Aura to help you out. Especially since he starts in such a terrible position.

One of your SA Drezika has two options, to head up into the pipe and bombard the enemies inside the hideout with grenades, or to zipline down to the West for the optional objective.
Vrexa has less options being on the ground floor, use the elevator up or head for the trap laying, but will eat some overwatch while getting there if you go early. If you go west for the traps you'll probably also trigger the objective to enter the hideout, and get a marker for the Guilder who's nearby.

Haagen up top is in a good position to lay down fire, and guess what's down there? A Heavy, but you will not be able to do enough damage to take her down. But do this and you'll learn what makes this mission a bit annoying. Inside the Hideout are two Health Dispensers, and your enemies can head there once per battle to heal up 75+ toughness HP. But so can you! Unless you sabotage them with one of your SAs.

The BR leader of the mission is the operative to keep an eye out for. Since the hideout is all vertical you'll also learn how the developers didn't really perfect the movement system. See, moving up stairs and such basically cost nothing since you haven't made any horizontal distance. Search her after defeating her for the Rusted Key for the holding cell.

Try to play defensively using your two operatives up top to position themselves as needed. Your LM is a waste of space so keep him in front of Blutvor as a meatshield between rounds or rush him in to eat traps and / or to activate the objectives inside the hideout. The objectives in question are on one of the top floors of the main building, some lab stations that you can interact with to torch.

Like other missions, if you defeat all enemies before the other objectives - reinforcements will appear at the end of a round if all enemeis are defeated from the reinforcement zone.
Chapter 5 - All Aboard
Map

Main Objectives
Fight to get The Champion's attention
-Defeat The Champion
-Eliminate the remaining Havoc Engines

Optional Objectives:
Repair a Health Dispenser


Your team
Goliath (in order of appearence)

LM IV 60, Guag:
Machine Strike:

BR IV 86, Spugl:
Charge: Warcry Destabalize

HE VI 116, Blutvor L:
Order Planning, Order Blitz, Aura Precision, Order Attack

DE IV 130, Haagen:
Iron Will:

BR IV 82, Braxnn:
Charge, Unbalancing Strike:

Enemy team
Havoc Engines (Goliath)
Team A
LM IV 79 L
HE IV 94
BR IV 84
LM IV 99

Team B
BR VI 88 The Champion L

Advice

This one is pretty tricky since none of your previous tactic is going to work.
For startes, all your weapons are missing aside from melee weapons, this limits some of your fighters.
Secondly, you will gradually gain more fighters as the battle progresses. So each team starts with one fighter each, then the next round you get a new one etc. It all adds up until they've all spawned in.
And third and final, it's a small map, with flames being put in it over time making it even smaller. So you need to get up close and personal.

You start with your LM, who is slower than your opponents. Your opponent will jump down and do Ambush. Don't repair the healing station. It might seem like a sound idea, but your enemies are going to use them as well and there's nothing you can do to stop them. Also, don't rush your opponent's side, we're going to need any advantage we can get in this fight. Instead, stay way back and place your fighter so that the middle platform blocks line of sight to the enemy's half. This way your Ambush will trigger once they vault over the platform or run round the corner of it.

Your next fighter to join is a Brawler, and theirs will be a heavy. You will also be encouraged to pick up the melee weapons. You can do this but it's probably not worth it, instead try to focus the first enemy down and search and equip their weapons (Goliaths do this for 0 AP). It's just way more worth it than to spend AP on disengage or to remove too much of your MP to use Entrench.
I would suggest using your slowest fighter again (the LM), he will get attacked by the enemy's first fighter but hopefully not get stunned. On your turn you can use the mechanized strike to deal damage and reduce stats, then entrench and continue attacking to wear them down.

Then you get your Leader into the fight remember the Orders etc to make your better fighters even better. Order Blitz for example reduces the AP cost of the next Strike by 10 AP for 3 of your allies. So the two handed weapons on your brawler will cost 20 instead of 30. And with 60 total AP (or more with order attack), he can swing away nicely. Or go full aggresion, jump down, grab a weapon from a nearby fallen enemy, get into range and attack, pop entrench and hit some more and hope for a stun. Your Heavy is your leader and it has higher initiative than your enemies so you can activate him first this round.

Your next addition is your DE, I would activate him first and take care of any straggler and steal their weapon or punch someone once, then disengage and activate Ambush to stop the next fighter to target your wounded ones.

Focus on one target and try to deny activations by defeating them before they have the chance to act on a round. Also remember that you can back off and use Ambush to intercept the enemies from targeting a specific fighter of yours.

Also, when the enemy gets their leader into the fight (round 5) The Champion, he will activate the same turn as an another enemy fighter becuase he's technically another team. So make sure you don't have too many left by then.
Chapter 6 - Into the Fire
Map

Main Objectives
Eliminate the Dog Soldiers
Defeat Zeken
Enter the Choker's Hideout perimeter
-Reach the Reinforcement Door
--Eliminate the remaining Chokers

Optional Objectives
-Locate the Choker's weapon stash
-Locate the Choker's healing supplies

Your team
Escher

DE VII 79, Tessera L:
Grapnel Shot: Order Attack, Order Planning, Field Scan, Mark Target.

HE V 34, Vex:
Gatling Frenzy: Aura Shifty Ruse, Aura Safeguard.

SA V 65, Kyra:
Homemade 'Nade: Iron Will, Battle Advice, Corrupting Trap.

DE V 75, Savyi:
Trick Shot: Field Scan, Delay.

SA V 70, Hyviene:
Homemade 'Nade: Delay, Corrupting Trap.

Enemy team
Team A (Orlock)
DE VII 113, Zeken L
DE V 110
SA V 100
HE V 70
X V 129

Team B (Goliath)
HE VII 91, L
DE V 110
BR V 84
BR V 81
HE V 59

Advice

This is a 3-way free for all battle with you spawning at a height advantage and the enemies below not being on the same team. Some of the enemies are damaged and one is even outright just incapacitated at the start of the mission. There's a lot of overwatch going on and you have 2 SA so you have plenty of grenades to go around.

I didn't really struggle with this mission since it's pretty straight forward, but in order to make it so you need to get one of your fighters into the hideout and turn off the reinforcements quickly by interacting with the door once the main objective pops up. It does so at the start of the second round if you've gotten close enough to the centre of the fort.
That way the "defending" team (A) won't get more fighters. And you need to defeat them all for the mission to conclude.
Also worth noting, the defending team (A) will most likely reinforce 1-2 fighters every round. So even if your fighter who runs to the door is downed, it's worth it. I'd probably pick one of your DE since they can use ascension to get back out again if that is important.

Just worth noting as this is supposed to teach you the game and all. Your other DE has Field Scan and Delay. Both of these are skills that set you up for next turn. Delay increases your initiative next round and your AP etc. Focus scan increases your accuracy or something like that. Both are good if the enemy is too far away and you can't really do nothing.

If you do, the reinforcement will let up and the combined front of you and the Goliath Team (B) will probably lead to Team A's elimination by round 3. Then take out the remaning Goliaths, probably that one Heavy that hides in a corner all the time.
Chapter 7 - Black Ash
Map

Main Objectives
5 Rounds

Control the most Lights at the end of the battle x5

Your team
Orlock
BR VIII 98, Flynt L:
Charge, Heroic Onslaught, Order Planning, Warcry Terrorize, Order Attack

HE VI 74, Pryska:
Shredding Frenzy: Iron Will, Aura Safeguard,

DE VI 109, Rukiah:
Double Tap: Field Scan, Battle Advice,

LM VI 106, Zedeek:
Daring Strike: Build Barricade.

SA VI 99, Mikizov:
Homemade 'Nade: Delay, Cryo-Fog Capsule,

Enemy team
Team A (Escher)
BR VIII 136, L
DE VI 125
DE VI 117
DE VI 100
LM VI 96

Team B (Goliath)
BR VIII 88, L
SA VI 100
LM VI 97
HE VI 94
BR VI 88

Advice
This is your first mission with the Black Ash, our Orlock gang. So it's a good opportunity to learn their loadouts.

You now have a new type of mission (that also appear during operations). Supremacy is all about controlling the most objectives at the end of the battle. So the more you do to take out your enemies, the less competition there is to grab them. It's always good to act last in these types of missions, and you'll be last if you have more fighters than your opponents!
Don't go crazy trying to get to all the lights as quickly as possible, you only need them at the end of the mission.

It is worth noting that the enemy AI is very keen on taking the lights and will usually forego attacking it if means "being tactical". Use this to your advantage to lure them to your position and take them out though, but don't feel any rush to retake them until things cool down in that location.

The two enemy teams will likely get tied up with each other during the fight, so pick off the team that seems to be winning that war of attrition and stop them from using the health dispensers.

Also, try to hold the light on the high ground since you can easily repel down to the 3 objectives at the bottom of the stage on the final round if needed.

I managed to take out the last opponent in round 4, so winning wasn't a problem since I had 4 fighters left to grab lights in the final round.
Chapter 8 - Hot Rod
Map

Main Objectives
Search the northern building
-Gather Fuel Rods x3
--Extract with the Fuel Rods x3
Search the southern building
-Gather Explosives
--Rig the Explosives on Generator 1
---Flynt must extract
---Pryska must extract

Optional Objectives
-Steal the Credit Stash
--Extract with the Credit Stash
-Gather a Melta Grenade
-Gather Adrenaline Shot

Your team
Orlock

BR IX 103, Flynt L:
Charge, Heroic Onslaught: Order Planning, Warcry Terrorize, Heroic Rally, Order Attack:

HE VII 99, Pryska:
Shredding Frenzy: Iron Will, Aura Garrison, Aura Safeguard

DE VII 109, Tig:
Advanced Aim: Field Scan, Mark Target, Delay,

LM VII 106, Zedeek:
Build Barricade, Build Road Flare

SA VII 99, Mikizov:
Homemade 'Nade: Cryo-Fog Capsule, Delay, Chem Synth,

Enemy team
Goliath
BR IX 88, L
SA VII 100
LM VII 97
DE VII 95
LM VII 89

Advice

This one is tricky because of how vague the game is being at the start about what you need to do.

But if you look at the list above about the main objectives then I think you'll be good to go.

Let's start with the southern building. There is one enemy fighter here, their leader. Worth noting, he's in Ambush at the start of the mission. Right next to the elevator on the ground floor is a container, open it up with the display on the side and enter for the next main objective. There are some loot caskets here and two carriable objects: Explosives and Credit Stash. Even if there's a lot of talk about the Credit Stash, it's just an optional mission. You do however need to grab the Explosives and bring it to floor 5 of the northern building to clear the mission (press ctrl to highlight objectives). Since the leader is here his stats are better than the rest and he has better armor, so taking him out could take some effort. I'd suggest to just grab it and run.
Also note, when you place the explosives a 3 round timer will start.

Next we have the northern building. You can find enough fuel rods on both floor 1 and 3. They are inserted into the walls and has that skull icon thingy. You can carry one per arm the fighter has. So everyone but the LM can carry up to 2. Your SA has a MP buff skill which also interacts with a passive ability to give him more MP, so I'd take him to grab some of them at least.

Now we need to get them out of here as well. The middle path and doors on the ground floor are blocked by barricades, so if you break them you can easily run out that way and extract. You can also run the far way around the northern building away from all the enemies and reach the extraction zone. Or you get to the roof and jump down on the side of the building that lands you behind the barricade and don't need to deal with it.

Now here's the twist; both Flynt and Pryska must extract as well. If you didn't know that from the start then chances are that you already extracted 2 operatives with fuel cells and one of the big dogs got downed and you're left with 3 operatives against the rest. In that case, there are some Adrenaline Shots in the container in the southern building. Bonus points if you knew this already and Flynt or Pryska are the ones carrying the Fuel rods - then you only need to complete 2 extractions and can leave the others behind as decoys for your opponents remaining fighters.

As with other missions, if you're too aggresive and defeat all enemies reinforcements will spawn in at the end of a round in the reinforcement zone. So try to focus on the mission and make use of overwatch and ambush to stop enemy fighters from interfering.
Chapter 9 - Settle Down
Map

Main Objectives
Gather Crates from the train
Approach the Choker's Encampment
-Destroy the encampment's Barricades x6
-Drop Crates on the wagon x5
-Defeat Zeken
--Seal the Door to stop Reinforcements

Optional Objectives
-Use a Melta Grenade

Your team
Goliath

HE, IX 64, Blutvor L:
Gatling Frenzy: Order Attack, Order Planning, Aura Safeguard, Order Blitz, Tune Up, Aura Precision. Melta Grenade x2.

DE VII 95, Haagen:
Double Tap: Field Scan, Mark Target, Iron Will, Battle Advice. Melta Grenade x2.

SA VII 100, Drexika:
Homemade 'Nade: Cryo-Fog Capsule, Iron Will, Preparation, Dizzying Trap. Melta Grenade x2.

BR VII 82, Braxnn:
Charge, Unbalancing Strike: Iron Will, Exertion, Warcry Terrorize. Melta Grenade x2.

LM VII 80, Guag:
Machine Strike: Battle Advice, Build Health Dispenser: Melta Grenade x2.


Enemy team
Orlock
DE IX 113, L
DE VII 110
LM VII 100
BR VII 100
HE VII 70

Advice

You have all these supply crates (5) that the game wants you to pick up. You can do that to be effective but there's no real stress really. But if you don't then be prepared for a few rounds of you running back and forth once things calm down.

You start on one side, the enemy on the other. There's a lot of traps and barricades and such going on. The enemy will not make a move towards you until you open up the doors or get up the stairs in the centre. There is also a Reinforcement door that can be prevented (you should really do that) in the back once the fighting starts.

I'd advice to split up with some fighters taking the left zipline down to the elevator and the rest taking the rightmost zipline to that elevator (if you repair it, otherwise use the middle one and run to the elevator). Remember to use Q and E when selecting floors on the elevators btw. Once you enter the doors you'll need to fight through all those enemies in Overwatch inside.

Deal with the enemies by taking the top floor and flanking as usual, make use of Blutvor's Auras and Orders to optimize your turns. He also has a new skill called Tune up which grants a buff to himself or others for the rest of the battle which is useful for later. Your SA has Preparation which gives a permanent bonus to self as well, damage reduction in this case.
All your fighters are equipped with 2 Melta Grenades as well which can be used to deal damage to targets taking cover effectively. Also your BR has an Exertion skill that allows you to get more MP and AP this turn in exchange for your initiative decreasing and all AP costs increasing for the rest of the battle - worth doing in a pinch, such as running to get a reinforcement door closed.

So what's the issue? Well the reinforcemence as mentioned, but mostly because there is a total of 4 Health Dispensers inside their half of the map. So once you start hitting an enemy, make sure to finish them off. And this becomes an even greater issue once you've defeated some of them and reinforcements arrive while everyone runs to heal all the time.You don't need to defeat all enemies to win, just Zeken. But trying to haul all those crates to the middle with the enemeis firing at you is usually more hassle than dealing with them with your shooting fighters and let the rest do the hauling.

Once things have calmed down you can deal with the remaining objectives to break the barricades in the center of the large room and delivering all the supply crates on the wagon. And then the mission is over. To break the barricades easily, use your HE or SA who both deals bonus damage to structures. Or make use of Tune Up to give other fighters increased structure damage.
Chapter 10 - Through the Ruins
Map

Primary Objectives
Set Explosives on the towers x3
Enter the hideout
-Search for the presence of the Banecats
--Gather clues about the Banecats' wereabouts x3
---Extract with the clues x3
--- Flynt must Extract
---Pryska must Extract
-Set Explosives in the hideout x2
Defeat the Hellions' Leader
Defeat the Chokers' Leader


Your team
Orlock

BR IX 103, Flynt, L:
Heroic Onslaught, Chain Hit: Order Planning, Warcry Terrorize, Heroic Rally, Order Attack:

HE VIII 76, Pryska:
Shredding Frenzy: Aura Safeguard, Iron Will, Aura Garrison, Battle advice, Readiness.

DE VIII 109, Rukiah:
Double Tap, Grapnel Shot, Trick Shot: Field Scan, Battle Advice,

SA VIII 99, Mikizov:
Homemade 'nade: Delay, Chem Synth, Hallucinogen, Cryo-Fog Capsule

DE VIII 99, Tig:
Advanced Aim, Trick Shot, Intuitive Shot: Field Scan, Mark Target, Delay,

Enemy team
Hellions (Orlock)
LM IX 136, L
SA VIII 145
BR VIII 92
HE VIII 116
HE VIII 77

Chokers (Esher)
DE IX 113, L
DE VIII 134
LM VIII 122
BR VIII 100
HE VIII 74

Advice
You start at high ground and the enemies start with decreased hp for some reason. There are two teams but they are allied against you (yeah, that's the reason). Your fighters are in overwatch mode at the start, so no need to rush them.
3 of your operators are carrying the explosive charges that need to be placed. Even if the mission says "3" at the start, 2 more objectives appear later.

It's a pretty straight forward mission and you have the advantage (except for numbers).
Once you place an explosive a 4 round remaining prompt will appear. It seems like placing an explosive in the hideout restarts the countdown to 4 again(?).

Since the enemies are damaged you can probably take out a few of them round 1, there are no health dispensers either. You can move your shooty fighters to the platform nearby with the zipline to get a good overview of the map. Activate Aura Garrison for the stationary buffs as well if this is your go-to strategy. If you do, then you can probably take out one or two of the visible units in the first round of the mission.

It's up to you how aggressive you want to be. I personally rushed this with the 3 fighters carrying the explosives.
I moved Flynt down and attached one of the explosives, moved the SA to attach another explosive and then entered the hideout and examined one of the piles for the clues on the Banecats.
I then placed the final explosive for the first objective with the DE and took out another enemy before entering for another search.
The second round I continued in a similar fashion planting the remaining 2 explosives and searching the last bodypile for the last clue. I think there was 3-4 enemies left by the end of the second round.
Eventually you will wear the enemies down, there wasn't any particulary enemy that gave me trouble and you don't get overrun. And remember, you don't need to defeat all the enemies, once you've planted the explosives and gathered the items you only need to extract.

Just remember to extract Flynt and Pryska when you have the 3 clues extracted, or trade them over to the bosses from the ones who examined if you want to speed things up and leave a meatshield behind.

You also have access to a lot of skills now, things like Mark Target and Warcry Terrorize are good to decrease your opponents' abilities and auras like Safeguard increases AP cost when the enemy is trying to target you with ranged attack. You also have ordders and self buffs like Readiness, Delay, Focus Scan, Chen Synth to get you going even if no target is in sight.

Reinforcements appear when one of the team has no more operators left to activate.
Chapter 11 - Flora
Map

Main Objectives
Search for Fungus Containers
-Gather Fungus containers
--Drop Fungus Containers at the Extraction Point x3
Search for Nightbane
-Gather Nightbane
--Drop Nightbane at the Extraction Point x3
Eliminate the Havoc Engines
Reach the Extraction Point
-Have Kyra Open the Blast Door
--Send Vex in the southern Vent
-Tessera must survive
-Kyra must survive
-Vex must survive

Optional Objectives
-Use a carried Medicae Kit

Your team
Escher
DE X 114, Tessera L:
Grapnel Shot, Heroic Barrage: Order Attack, Order Planning, Field Scan, Mark Target, Order Fire at Will. Medicae Kit.

HE VIII 69, Vex
Gatling Frenzy: Aura Safeguard, Aura Shifty Ruse, Aura Precision, Tune Up. Medicae Kit.

SA VIII 100, Kyra
Homemade 'nade: Corrupting Trap, Iron Will, Hallucinogen, Battle Advice. Medicae Kit.

LM VIII 105, Quorri:
Build Barricade, Build Pheromone Canister, Build Health Dispenser, Exertion. Medicae Kit.

BR VIII 87, Calria:
Unbalancing Strike, Charge, Power Strike: Iron Will. Medicae Kit.



Enemy team
Goliath
BR X 96, L
SA VIII 100
LM VIII 97
DE VIII 95
HE VIII 84

Advice

Remember how all of your fighters had Melta Grenades last mission? Well, this time all of your fighters start with Medicae Kits. So that's nice, also something worth taking later in Operations mode when keeping your fighters healthy is more important than in the story mode.

This mission bears some similarities to the Operations mode, there are resources and you're here to grab them. But unlike operations mode it's one-sided. The enemy just wants to kill you, and you must defeat them all in addition to reaching the extraction point and some additional things.

If you choose a slow character in the first round then the enemy is likely to activate their leader first to punch Tessera. But he's not gonna make it since most of your characters are in overwatch mode and will pin him down. Then pick him off before moving on to deal with the rest.

Once round 2 starts you'll also get a 4 rounds remaining countdown on the mission. So try to deal with the enemies one at a time while positioning your fighters to grab the items. I'd get Kyra, your SA to grab two of the fungi on the top level and head down towards the extraction point. She'll need to be there and interact with a hatch for 10AP later to clear the mission.
Use the firepower of your HE Vex to deal with the enemies before heading down for the last main objective that doesn't involve killing or carrying. She needs to reach a different spot and interact with a vent which will also remove her from the mission.
Once Vex is out, all cannisters have been dropped in the extraction zone and all enemies are defeated the mission is yours.
Chapter 12 - The Cavalry
Map

Main Objectives
Find Blutvor
-Use Adrenaline Shot on Blutvor
Find Haagen
-Use Adrenaline Shot on Haagen
--Defeat Hellion Anni
--Defeat Vatraxia
--Enter the Commissary
---Reach the Cellblocks
----Free the Rowby Boyz x5
---Reach the Archives
----Gather Databanks x4
-----Extract with Databanks x4
-----Extract with Blutvor
-----Extract with Haagen
-----Extract with Tessera
-----Extract with Flynt

Optional Objectives
Use a Health Dispenser

Your team
Team 1
Mixed
DE X 114, Tessera L (E):
Grapnel Shot, Heroic Barrage: Order Attack, Order Planning, Field Scan, Mark Target, Order Fire at Will. Adrenaline Shot x2, Medicae Kit.

BR X 98, Flynt L (O):
Heroic Onslaught, Charge, Chain Hit: Order Attack, Order Planning, Warcry Terrorize, Heroic Rally. Adrenaline Shot x2, Medicae Kit.

HE IX 76, Pryska (O):
Shredding Frenzy: Aura Safeguard, Iron Will, Aura Garrison, Battle Advice, Readiness. Adrenaline Shot x2, Medicae Kit.

HE X 126, Blutvor L (G):
Gatling Frenzy: Order Planning, Order Attack, Aura Safeguard, Order Blitz, Tune Up, Heroic Rally, Aura Precision. Adrenaline Shot, Medicae Kit x2.

DE IX 130, Haagen (G):
Double Tap, Grapnel Shot: Field Scan, Mark Target, Iron Will, Battle Advice. Adrenaline Shot, Medicae Kit x2.

Team 2
Goliath
SA IX 145
BR IX 131
SA IX 130
BR IX 112
LM IX 90

Enemy team
Team 1
Escher
BR X 136 L
DE IX 140
SA IX 125
LM IX 121
HE IX 92

Team 2
Escher
LM X 136, L
DE IX 136
HE IX 106
DE IX 100
BR IX 92

Advice

And it's finally time for things to get complicated. I'm glad you made it!

As you can see from the map above, there's a lot of things going on here. We have 20 fighters on the map divided up into two different teams. You are allied with the Rowdy Boyz who are AI controlled.

You allied team is locked up and will simply pass their turn while the enemy team inside the building will just activate overwatch and end their turn. The outside team will harrow your though as you progress through the mission. On your team two of the operatives are down at the start so you need to find them and revive them with Adrenaline Shots (while also taking hits from the overwatch above. Like other missions with a lot of enemies there are a couple that are wounded at the start of the mission, so always check how much fire power you're going to need.

With your 5 fighter team assembled, it's time to deal with all the 10 enemy fighters. And especially, your goal is to defeat the leaders. Enter the building and take out the SA inside. There is also toxic gas inside that floor. (or ignore this floor and take the zipline up to the cells).

The next floor holds two enemeis and all your allies. So take care of the enemies and unlock the cages with the monitors to free your rowdy allies.

Then move up the next stage with the elevator and shoot without moving (or you'll trigger the overwatch and ambush) at the two enemies there. Luckily you have plenty of shooting to go around and you might need this exact strategy again in a moment. Then gather the databanks (carry) before heading up to the 10th floor and deal with any remaining enemies there. Finally collect your team and head for the final elevator where you drop your databanks.

The enemies at the final platform (where the last leader and also the extraction point is) will probably stay there throughout the fight giving each other auras and staying in ambush and overwatch, so group up on the elevator to be ready for a next round. When a new round starts, activate one of your shooty units to press the elevator switch to pop that elevator up and blast them all to pieces one by one. You'll take some hits, but you have the numbers, In my case they had 4 operatives left up here.

With both leaders down and the databases collected, just take the elevator down to floor 10 to pick those up with your fighters, head back up to floor 14 and extract everyone while carrying them (but not Pryska... Apparently she doesn't matter anymore).

Like a lot of other missions the enemy will start spawning in reinforcements once you've completely emptied a team during the fight, they will try to keep 2 enemy fighters per team on the map at all times. So don't stick around the ground floor for too long. Also your AI allies will probably head down to deal with those as well so they shouldn't be too much of an issue.
Chapter 13 - The Great Collapse
Map

Main Objectives
Scout the central platform
-Place Explosives on Column 3 x2
-Place Explosives on Column 4 x2
-Sabotage the Power Stations x4
--Extract with Blutvor
--Extract with Kyra
--Extract with Pryska
Defeat the Dog Soldiers' Leader
-Search the Dog Soldiers' Leader's Corpse
--Extract with the Patrol Schedule
Scout the Dog Soldiers' encampment
-Gather Weapon Crates x3
--Extract with the Weapon Crates x3

Optional Objectives
Search for Healing Consumables

Your team
Mixed

HE X 66, Blutvor L (G):
Gatling Frenzy: Order Attack, Order Planning, Aura Safeguard, Order Blitz, Tune Up, Heroic Rally, Aura Precision.

LM IX 84, Guag (G)
Machine Strike, Hydraulic Slam: Build Roaring Forge, Battle Advice, Build Health Dispenser.

SA IX 80, Vrexa (G)
Homemade 'Nade: Dizzying Trap, Cryo-Fog Capsule, Chem Synth, Delay,

HE IX 76, Pryska (O)
Shredding Frenzy: Aura Safeguard, Iron Will, Aura Garrison, Battle Advice, Readiness.

SA IX 95, Kyra (E):
Homemade 'Nade: Corrupting Trap, Iron Will, Hallucinogen, Battle Advice, Chem Synth.

Enemy team
SA X 114, L
HE IX 102
BR IX 100
DE IX 100
DE IX 95

Advice

Another mixed team again? Yepp, and a smaller battle this time around so it shouldn't take ages. Why are two of your operatives carrying 2 blast charges each? Well, let me tell you.

This starts off with a few simple missions but as soon as you start scouting you'll get a new main objectives. One of the main ones being to place your explosives and also to sabotage the 4 big blue plasma generators on the middle floor. This means, using your two explosive carrying saboteurs.
Note, once you set your first explosives, a 6 round remaining timer will start to countdown.

The second objective is to defeat their leader. The leader is a SA and doesn't really stand a chance against your double Heavy combo. Especially with all the high level auras, orders and other buffs that you have access to. Once defeated search the body for an item to put into your inventory.

And the final main objective is to get to the ground floor and open up the decorated containers to learn about the weapon stashes. There are 3 in total that you need to pick up and carry to the extraction point. Like in any other mission, if you plan for this you can ensure that the people carrying the objects (and the patrol schedule from the leader) are the ones that are mandatory to extract to leave the rest behind as meatshields.

There are two reinforcement zones and the game will start reinforce the enemy team once they go below 2 fighters.If you want, you can blow up the bridges and sabotage the ziplines near their reinforcement zones, but I'd just suggest going for the objectives instead.
Chapter 14 - Unlikely Alliance
Map

Main Objectives
Eliminate the Dog Soldiers x2
Blutvor must survive
Flynt must survive
Tessera must survive
-Attempt to open the Vault Door
-Examine Gas Dispenser
--Find the Dispenser Codes x2
--Defeat Harxo
--Defeat Oreznn
---Disarm the Gas Dispensers x7

Optional Objectives
Use a carried Medicae Kit

Your team
Team 1
Mixed
HE X 71, Blutvor L (G):
Gatling Frenzy: Order Planning, Order Attack, Aura Safeguard, Order Blitz, Tune Up, Heroic Rally, Aura Precision. Medicae Kit x3.

DE X 104, Tessera L (E):
Grapnel Shot, Heroic Barrage: Order Attack, Order Planning, Field Scan, Mark Target, Order Fire at Will. Medicae Kit x3.

BR X 108, Flynt L (O):
Heroic Onslaught, Chain Hit: Order Attack, Order Planning, Warcry Terrorize, Heroic Rallyl. Medicae Kit x3.

SA X 114, Mikizov (O):
Homemade 'Nade: Cryo-Fog Capsule, Delay, Chem Synth, Hallucinogen. Medicae Kit x2.

LM X 92, Guag (G):
Build Roaring Forge, Battle Advice. Medicae Kit x2.

Team 2
Mixed
BR X 111
DE X 100
SA X 100
HE X 71
HE X 59

Enemy team
Goliath
Team 1
SA X 114 L
LM X 112
DE X 110
HE X 102
BR X 92

Team 2
HE X 101 L
SA X 120
DE X 115
BR X 110
LM X 107

Advice

We have another 20 fighter battle ahead of us. And you'll also learn another mechanic that is common in Operations Mode: selecting fighter deployment.

The map has different deployment zones that each fit 5 fighters. So you pick one of the zones and one of the spots everytime it's your turn to place a unit. There are 7 different deployment zones in this mission to choose from. Also, the enemy fighters, the two Dog Soldiers teams are already deployed. I'd advice to split up your team into two different zones so that you can flank a bit. Your AI controlled allies will all spawn at the top, preferably in the centered platform.
Note, just like in operations mode with these kinds of deployements, all fighters inside the deployment zone are greyed out and invulnerable unitl they have been activated.

There's a lot of fighters holding the fort in the middle, so if you try to advance you're gonna get hit by some overwatch. And since all fighters are now at rank X (10), that means that aside from a few points here and there your leaders no longer have the advantage that they once had.So thread carefully to take out the enemies one at a time. I grouped up Flynt with the LM and SA while Tessera and Blutvik made an approach from the other side. One of the objectives is to defeat both teams so you'll just have to start somewhere. Spend the first round positioning and trying to take out an enemy or two to give you the advantage in numbers for all future rounds.

Once round 2 starts the arena will be filled with gas. This only affects you and your allies. Not the enemies of course and some new objectives show up. What you need to do next is to approach and inspect one of the gas dispensers, You'll get a new objective to defeat the enemy leaders for their codes, luckily you were already trying to kill all enemies so it's not a big dead. Then when you've looted the codes you need to approach all the 7 Gas dispensers to shut them off for 10 AP. You don't need the code on the specific fighter that's interacting with it, everyone just knows it once you've gotten both pieces.
There is no round countdown, but for every round that passes the Dispensers open up more and each of your fighters take more damage at the start of the turn.

Approach the vault door controls and interact with it once you've dealt with the dispensers and the enemies to complete the last main objective. Since everything else is completed you don't need to be told that you have to wait around.

Unfortunately your AI allies are kinda terrible at this map. Most will just stick around the starting zone moving up and doing an Aimed Shot and then backing away. So be prepared to do all the work yourself.
Chapter 15 - The Archeotech
Map

Main Objectives
Setup and ambush
Reach the Archeotech'd platform
-Disable the Archeotech's Electric field
--Confirm the presence of the Archeotech
Seal all Doors to stop the Dog Soldiers x11
-Eliminate the remaining Dog Soldiers x2
-Defeat Harxo
-Defeat Oreznn
-Defeat The Grand Dog

Optional Objectives
Use Nightshade Traps x2
-Use Nightshade Grenades

Your team
Team 1
Mixed
DE 104, Tessera L (E):
Grapnel Shot, Heroic Barrage: Order Attack, Order Planning, Field Scan, Mark Target, Fire at Will. Nightbane Trap x2, Nightbane Gas Cannister x2, Medicae Kit x2.

BR 103, Flynt L (O):
Heroic Onslaught, Charge, Chain Hit: Order Attack, Order Planning, Warcry Terrorize, Heroic Rally. Nightbane Trap x2, Nightbane Gas Cannister x2, Medicae Kit x2.

HE 71, Blutvor L (G):
Gatling Frenzy: Order Attack, Order Planning, Aura Safeguard, Order Blitz, Tune Up, Heroic Rally, Aura Precision. Nightbane Trap x2, Nightbane Gas Cannister x2, Medicae Kit x2.

HE 71, Pryska (O):
Shredding Frenzy: Iron Will, Aura Safeguard, Aura Garrison, Battle Advice, Readiness. Nightbane Trap x2, Nightbane Gas Cannister x2, Medicae Kit x2.

SA 100, Kyra (E):
Homemade 'Nade: Iron Will, Corrupting Trap, Hallucinogen, Battle Advice, Chem Synth. Nightbane Trap x2, Nightbane Gas Cannister x2, Medicae Kit x2.

Team 2
Mixed
SA 114
BR 111
DE 100
LM 92
HE 59


Enemy team
Team 1
Goliath
BR 101 L
BR 92
SA 120
DE 115
LM 112

Team 2
Goliath
SA 114 L
HE 111 L

DE 110
LM 107
HE 97


Advice

And here we are, the final story mission of the game. It's time to put it all to the test and get this treasure hunt over with.

Also before we move on I'd just let you know that there's a lot of mention that if you complete this mission for the first time while one of your Operations Mode Gangs are currently in an Operation it might corrupt their data or reset the Infamy Points for them. So either end the current operations you're participating it or finish the operation before doing this mission.(Or back them up before doing this).

This is another big mission with 20 fighters. Your team and the allied AI team are already deployed. But the enemy is not. Like an earlier mission you have the first round to prepare an ambush before the enemy chooses thier deployment zone to start in the next. The game also suggests making use of Overdrive which means saving AP and MP before ending your turn instead of spending all of it. It will then be added to how much you start with next round. This is a mechanic I haven't mentioned much before, but that's mostly because standing around and doing nothing is rarely a good strategy in timed missions unless you're planning somehing big for the last round or so. In this case, your entire crew starts with overdrive MP and AP the first round.

So what are we doing then? Well, you need to deal with the enemies while also trying to seal the 11 different reinforcement doors in the arena. And reach the middle as well... But save that for last.
All your units have Nightbane Traps and Nightbane Gas Cannisters which is a type of grenade - they have the same effect that they poison the target and they lose AP (or both). They're not great but it's only 15 AP to use them and a lot of your enemies will be grouped together at the start so.

So let's break it down a bit. At the start of the 2nd round all enemy fighters will spawn in at the remaining doors you haven't sealed. The enemy has 3 different leaders. Only The Grand Dog is absurb, the other two are the same leaders as the previous mission. The Grand Dog has around 400hp and some serious melee and range evasion, he also deals a ton of damage. Luckily, he tends to do typical BR stuff like prioritizing using Death From Above or Charging the closest target or avoiding taking Overwatch and instead stay around to activate Ambush.

Like other missions, once you've depleted an entire team they will reinfroce with up to 2 new fighters. Once you've sealed all the doors no new reinforcements will arrive and the new mission will be to defeat all fighters in both enemy teams.

At the start of the first round you have to decide if you want to take it slow and build a defensive line or if you prefer to rush to get the doors sealed as quickly as possible. There are 4 doors near where you start. 2 on ground level and 2 on the top floor. Then there are 4 more on the ground floor and you'll be able to reach and close the 2 that are inbetween where you start and the opposite side in round 1. That gives you 6/11 doors closed in round 1 if you want to. I'd also use Chem Synth and/Or Order Planning to ensure that one of your fighters can reach the other door on the top level that is possible to reach round 1. Meaning that only should only have 4 doors left, the 4 on the opposite side of where you started. 2 on the ground floor and 2 on the top floor.
Now, there are different ways to do this, but just know that you can't reach any of those doors round 1, so enemies will spawn there whether you like it or not.

I'd try to get those remaining doors in round 2 or 3 if possible, otherwise you'll probably have caused enough death that reinforcement will show up around round 4. It's not as vital as other missions, but still important. With all the doors closed, simply focus on defeating the rest of the enemies. It doesn't matter if your fighters fall, there is no main objective that anyone needs to survive.

In case you struggle with this I'll just try to break down how I went about it below.
I picked Kyra first, used Chem Synth on Blutvor and her then sealed the bottom door, elevator up and sealed the top door on the side she starts. I then ran along the wall and ended, ready to jump down next turn.
I then picked Blutvor, running as far as I could along the same wall but on ground level and sealed the door there. Acticated Auras etc and ended close to the last door, but behind some debris to get cover next turn.
Then it was Tesseras's turn, I used Order Planning on Pryska and Flynt then sealed the 2 doors on their side of the map. Similar to what Kyra did. Then continued along the wall and opened up the door to the second top floor door.
Next up was Pryska, I took the same path as Tessera but reached the door and sealed it.
And finally Flynt who ran along the wall to seal the 4th ground floor door and positioned him in Ambush near the last door.
With that I had 7/11doors sealed already and 2 operatives close to 2 more when we move into round 2.

The enemy spawned in, most places in groups of 3.
Shots were fired, the ally team AI showed both incredible brilliance and complete foolishness. Enemies died, damage was taken and I sealed both of the remaining ground level doors. Even if Flynt had to leave one of the enemy fighters alive to have enough AP to do the sealing.
But the side with Flynt, Tessera and Pryska was now pretty clear aside from The Grand Dog and a few others.
The other side had more enemies remaining but Blutvor simply acticated the door and then went back to entrench to deal with the rest in the future.

In round 3 the enemies close to Flynt got distracted with the Allied team so he took the elevator up to seal another door. With only 1 door remaining and me wanting to avoid reinforcements I picked Kyra next and took the elevator up to the top floor, ate a lot of Overwatch but activated the door after throwing some grenades and the crew there. With all those doors sealed I could play less aggressive and bait out the melee fighters such as The Grand Dog and take them down one by one. Things calm down a lot more when you no longer need to deal with reinforcements and you can simply back off, use reactions and hope that the ally team manages to achieve something with all of their Aimed Shots.
The Campaign is over!
Well done! You completed the story mode of the game and earned that final Achievement! And also 3 Infamy poiints for Operations mode. (9 in total, 3 for chapter 5, 3 for chapter 10 and 3 from chapter 15).

You also unlock a bunch of hats for Operations mode as well.


And of course, you get a typical 40k ending that I honestly think works better for this game and setting than the opposite. Of course there could've been a more neutral ending or something but y'know.

I would also suggest trying Operations Mode out. There is another fighter class there, the Servo Tech, and also if you own the DLCs you can play and fight two other gangs than the ones you've played here.


Operations mode allows you to create your own team and balance credits between recruiting more fighters or fewer more experienced fighters. And then you unlock the shop to buy gear and implants and tactical items etc. Hopefully you've tried out different playstyles and combinations of skills on the fighters from the campaign missions.

There have probably been skills that you don't use, some that you rely on etc. and you can now make a build around that and also add passive skills into the mix. So it has more mechanical depth that the story is unfortunately missing. Or at least more player agency.

You can also earn Infamy Points which allows you to add bonuses to your team when you start a new Operation (aside from the first one that you do since the game gives you a semi-tutorial for that one). And operation is a series of rounds in which you pick maps and try to raid your opponent gangs' hideouts.

https://steamproxy.net/sharedfiles/filedetails/?id=3414862276