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Think of the Badcells as bowling pins and this should go smoothly. Use Jaunt to move Red over behind the unprotected Cheerleader. This time around the little buggers are dotted around the map using cover. There are 7 planning tests in total and in each one the challenge is to destroy the Process in a single turn. Planning Test 5 of 7 Use Get on each Fetch to draw them in and follow up with 2 rounds of Tap to finish them off. Planning Test 7 of 7 Stack Void 3 times to make the Jerk as vulnerable as possible, then get behind him and use Cull backstab for a one-hit kill. It can only deal with the information presented in scenario as it is at the start of the turn, so this is where your knowledge of functions and planning will come in handy.

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Planning Test 5 of 7 Use Get on each Fetch to draw them in and follow up with 2 rounds of Tap to finish them off.

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It can only deal with the information presented in scenario as it is at the start of the turn, so this is where your knowledge of functions and planning will come in handy. Think of the Badcells as bowling pins and this should go smoothly. Planning Test 5 of 7 Use Get on each Fetch to draw them in and follow up with 2 rounds of Tap to finish them off. Fire off Flood twice to take care of the Cheerleaders and the shields they're generating and follow up by using Load to deploy a packet and Crash to detonate to finish off the second Cheerleader and Clucker.

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