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	<id>https://wiki.hoodedhorse.com/MENACE/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=76561198022738176</id>
	<title>MENACE Official Wiki - User contributions [en]</title>
	<link rel="self" type="application/atom+xml" href="https://wiki.hoodedhorse.com/MENACE/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=76561198022738176"/>
	<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/MENACE/Special:Contributions/76561198022738176"/>
	<updated>2026-10-01T19:48:35Z</updated>
	<subtitle>User contributions</subtitle>
	<generator>MediaWiki 1.44.5</generator>
	<entry>
		<id>https://wiki.hoodedhorse.com/MENACE/index.php?title=TCR_Navy_Breaching_Armor_Suit_-_Heavy&amp;diff=17087</id>
		<title>TCR Navy Breaching Armor Suit - Heavy</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/MENACE/index.php?title=TCR_Navy_Breaching_Armor_Suit_-_Heavy&amp;diff=17087"/>
		<updated>2026-10-01T19:47:38Z</updated>

		<summary type="html">&lt;p&gt;76561198022738176: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| class=&amp;quot;gridBG&amp;quot; align=&amp;quot;center&amp;quot; style=&amp;quot;background-color: black; align=center; width: 90%; border: 1px solid white; color: white;&amp;quot;&lt;br /&gt;
| class=&amp;quot;hides hidem&amp;quot; style=&amp;quot;font-size: 100%; text-align: center;&amp;quot; |&lt;br /&gt;
The content below is based on the Early Access and needs to be &#039;&#039;&#039;updated&#039;&#039;&#039; as it may not accurately represent what&#039;s currently in-game.&amp;lt;br&amp;gt;{{#if: {{{1|}}}&lt;br /&gt;
  |&#039;&#039;{{{1}}}&#039;&#039;&lt;br /&gt;
  |}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Armor|Click here to go back to Armor.]]&lt;br /&gt;
{{Infobox armor&lt;br /&gt;
|image=Armor 05 912x318.png|center|200px&lt;br /&gt;
|faction=&lt;br /&gt;
|blackmarket=Yes&lt;br /&gt;
|reward=No&lt;br /&gt;
|value= 250&lt;br /&gt;
|armor= 130&lt;br /&gt;
|durability= 120&lt;br /&gt;
|accuracy_multiplier=0.9&lt;br /&gt;
|vision=-1&lt;br /&gt;
|concealment=-4&lt;br /&gt;
|detection=-1&lt;br /&gt;
|slots=1&lt;br /&gt;
|specialfeatures=+3 AP per tile&lt;br /&gt;
|cost= 55&lt;br /&gt;
}}&lt;br /&gt;
== Description ==&lt;br /&gt;
TCR Navy Breaching Armor Suit - Heavy (BAS-H)&lt;br /&gt;
Developed for Navy boarding commandos, this very heavy armor offers extreme protection. Its carapace plating will stop almost all kinetic projectiles over short distances. Movement and perception are hindered, though.&lt;br /&gt;
== Armor Skill ==&lt;br /&gt;
&lt;br /&gt;
[[File:Status 36.png|24px]] This unit is encumbered and has its movement costs per tile increased by 3.&lt;br /&gt;
&lt;br /&gt;
== Variants ==&lt;br /&gt;
* [[TCR Navy Breaching Armor Suit MK02]]&lt;br /&gt;
&lt;br /&gt;
== Tags ==&lt;br /&gt;
{{ItemTag|name=HEAVY ARMOR|link=Heavy Armor(Tag)}}&lt;br /&gt;
&lt;br /&gt;
== Changelog ==&lt;br /&gt;
*[https://store.steampowered.com/news/app/2432860/view/687497604906352683? v0.6.6. +16265] -- Patch #3 - Added new Class VI+ armor &amp;quot;BAS-H&amp;quot;&lt;br /&gt;
&lt;br /&gt;
[[Category:Armor]]&lt;/div&gt;</summary>
		<author><name>76561198022738176</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/MENACE/index.php?title=Template:Infobox_armor&amp;diff=17081</id>
		<title>Template:Infobox armor</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/MENACE/index.php?title=Template:Infobox_armor&amp;diff=17081"/>
		<updated>2026-10-01T19:32:28Z</updated>

		<summary type="html">&lt;p&gt;76561198022738176: /* Usage &amp;amp; preview */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;includeonly&amp;gt;&lt;br /&gt;
&amp;lt;infobox&amp;gt;&lt;br /&gt;
	&amp;lt;title source=&amp;quot;title&amp;quot;&amp;gt;&lt;br /&gt;
		&amp;lt;default&amp;gt;{{PAGENAME}}&amp;lt;/default&amp;gt;&lt;br /&gt;
	&amp;lt;/title&amp;gt;&lt;br /&gt;
	&amp;lt;image source=&amp;quot;image&amp;quot;/&amp;gt;&lt;br /&gt;
    &amp;lt;data source=&amp;quot;faction&amp;quot;&amp;gt;&lt;br /&gt;
  &amp;lt;label&amp;gt;Faction&amp;lt;/label&amp;gt;&lt;br /&gt;
    &amp;lt;/data&amp;gt;&lt;br /&gt;
&amp;lt;data source=&amp;quot;blackmarket&amp;quot;&amp;gt;&lt;br /&gt;
		&amp;lt;label&amp;gt;Sold on the Blackmarket&amp;lt;/label&amp;gt;&lt;br /&gt;
&amp;lt;/data&amp;gt;&lt;br /&gt;
&amp;lt;data source=&amp;quot;reward&amp;quot;&amp;gt;&lt;br /&gt;
		&amp;lt;label&amp;gt;Included in Reward Table&amp;lt;/label&amp;gt;&lt;br /&gt;
&amp;lt;/data&amp;gt;&lt;br /&gt;
	&amp;lt;data source=&amp;quot;value&amp;quot;&amp;gt;&lt;br /&gt;
		&amp;lt;label&amp;gt;Trade Value&amp;lt;/label&amp;gt;&lt;br /&gt;
	&amp;lt;/data&amp;gt;&lt;br /&gt;
	&amp;lt;data source=&amp;quot;armor&amp;quot;&amp;gt;&lt;br /&gt;
		&amp;lt;label&amp;gt;Armor&amp;lt;/label&amp;gt;&lt;br /&gt;
	&amp;lt;/data&amp;gt;&lt;br /&gt;
	&amp;lt;data source=&amp;quot;durability&amp;quot;&amp;gt;&lt;br /&gt;
		&amp;lt;label&amp;gt;Armor Durability&amp;lt;/label&amp;gt;&lt;br /&gt;
	&amp;lt;/data&amp;gt;&lt;br /&gt;
	&amp;lt;data source=&amp;quot;slots&amp;quot;&amp;gt;&lt;br /&gt;
		&amp;lt;label&amp;gt;Accessory Slots&amp;lt;/label&amp;gt;&lt;br /&gt;
	&amp;lt;/data&amp;gt;&lt;br /&gt;
	&amp;lt;data source=&amp;quot;specialfeatures&amp;quot;&amp;gt;&lt;br /&gt;
		&amp;lt;label&amp;gt;Special Features&amp;lt;/label&amp;gt;&lt;br /&gt;
	&amp;lt;/data&amp;gt;&lt;br /&gt;
	&amp;lt;data source=&amp;quot;cost&amp;quot;&amp;gt;&lt;br /&gt;
		&amp;lt;label&amp;gt;[[File:Supplies 64x64.png|30px]]&amp;lt;/label&amp;gt;&lt;br /&gt;
	&amp;lt;/data&amp;gt;&lt;br /&gt;
&amp;lt;/infobox&amp;gt;&lt;br /&gt;
&amp;lt;/includeonly&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;noinclude&amp;gt;&lt;br /&gt;
== Usage &amp;amp; preview ==&lt;br /&gt;
Type in this:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
{{Infobox armor&lt;br /&gt;
|image=&lt;br /&gt;
|faction=&lt;br /&gt;
|blackmarket=&lt;br /&gt;
|reward=&lt;br /&gt;
|value=&lt;br /&gt;
|armor=&lt;br /&gt;
|durability=&lt;br /&gt;
|accuracy_multiplier=&lt;br /&gt;
|vision=&lt;br /&gt;
|concealment=&lt;br /&gt;
|detection=&lt;br /&gt;
|slots=&lt;br /&gt;
|specialfeatures=&lt;br /&gt;
|cost=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
to see this:&lt;br /&gt;
&lt;br /&gt;
{{Infobox armor&lt;br /&gt;
|image=This is a test&lt;br /&gt;
|faction=This is a test&lt;br /&gt;
|blackmarket=This is a test&lt;br /&gt;
|reward=This is a test&lt;br /&gt;
|value=This is a test&lt;br /&gt;
|armor=This is a test&lt;br /&gt;
|durability=This is a test&lt;br /&gt;
|accuracy_multiplier=This is a test&lt;br /&gt;
|vision=This is a test&lt;br /&gt;
|concealment=This is a test&lt;br /&gt;
|detection=This is a test&lt;br /&gt;
|slots=This is a test&lt;br /&gt;
|specialfeatures=This is a test&lt;br /&gt;
|cost=This is a test&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[{{fullurl:{{ns:Template}}:{{PAGENAME}}}}?action=purge Click here to refresh the preview above]&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>76561198022738176</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/MENACE/index.php?title=Operations&amp;diff=17079</id>
		<title>Operations</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/MENACE/index.php?title=Operations&amp;diff=17079"/>
		<updated>2026-10-01T19:20:02Z</updated>

		<summary type="html">&lt;p&gt;76561198022738176: /* Enemy Activities */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Operations&#039;&#039;&#039; are the large, overarching campaigns the player can fight on each [[Planets|planet]] in the [[Wayback System]]. They each consist of a number of randomly chosen [[Missions]] that must be completed as tactical battles until a set amount of &#039;&#039;&#039;Victory Points&#039;&#039;&#039; are reached. Reaching the Victory Point total will complete the operation.. Operations will appear every time a turn is passed on the strategic layer, the [[Starmap]], and will remain for a set number of turns afterwards. If you allow them to expire you may suffer a penalty to relations with a [[Factions|Faction]], but you also may not be able to take every mission every time. It is your job as commander to determine which are most important and which may have to be ignored.&lt;br /&gt;
&lt;br /&gt;
== Assets ==&lt;br /&gt;
Each mission in an operation grants/removes a certain strategic or enemy asset. Strategic assets appear in green and provide additional rewards or buffs for the remainder of the operation following that mission. Strategic Objectives can also grant an allied unit such as the [[Civilian Hunters|Hunter]] squad. These typically are deployed under the players control during specific missions such as the last mission of an operation chain.&lt;br /&gt;
&lt;br /&gt;
Enemy assets appear in red and weaken player forces or strengthen enemy forces. They will be disabled for the rest of the operation when the corresponding mission is completed.&lt;br /&gt;
&lt;br /&gt;
= Strategic Assets =&lt;br /&gt;
== [[Alien Wildlife]] ==&lt;br /&gt;
==== [[Missions#Alien Wildlife|Alien Infestation]] ====&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width: 100%; text-align: center&amp;quot;&lt;br /&gt;
! style=&amp;quot;width: 15%&amp;quot; | Asset &lt;br /&gt;
! style=&amp;quot;width: 25%&amp;quot; | Effect&lt;br /&gt;
! style=&amp;quot;width: 15%&amp;quot; | Possible Missions&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: left&amp;quot;| [[File:strategic_asset_05_116x116.png|50px]] Battlefield of the Spectacle || Upon completion, +10% Promotion Points for the rest of this operation || Clear Landing Zone || If spared some time, SAGE can review every second of a combat outing – provided it is a successful one, of course. TCR regulations prevent us from maintaining defeats on tape. Fearing the defeatism that harangued many Reunification Campaigns, the concept of &amp;quot;win or learn&amp;quot; did not penetrate the higher echelons of TCR thinktanks &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: left&amp;quot;| [[File:strategic_asset_23_116x116.png|50px]] Biological Sampling || Upon completion, increase damage of all weapons against aliens by 15% for the rest of this operation || Collect Samples || In the Wayback, each xeno colony is different from the next. However, securing samples from this particular &#039;tribe&#039; can help SAGE develop methods to better defeat them &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: left&amp;quot;| [[File:strategic_asset_12_116x116.png|50px]] Bug Holes || Upon completion, alien supplies are reduced by 15% for the rest of this operation || Smoke Out Nests || Much of the local fauna operate underground and move in and out via surface nests, colloquially known as bug holes or nests. It is difficult to survey just how deep and industrious these creatures are, but bombing their doorways should be sufficient scientific inquiry for our purposes &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: left&amp;quot;| [[File:strategic_asset_16_116x116.png|50px]] Country Code || Upon completion, gain a [[Black Market#Trading Commodities|Supply Crate commodity]] || Rescue Settlers || Colonists who live in the boondocks often have little to their name – and yet their generosity is such that one would think them drunk off cobra wine. Earning their trust and respect will produce its own rewards, but also some material gain as thanks &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: left&amp;quot;| [[File:strategic_asset_23_116x116.png|50px]] Eating on the Wing || Reduce Infantry Unit Supply costs by 15% for this operation || Reclaim Settlement || Many abandoned colonies litter the Wayback’s planets. However, abandoned does not mean unusable. Securing such sites can open throughputs for our adhoc space wharfs, providing easier touch-and-go’s for our inventory teams &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: left&amp;quot;| [[File:strategic_asset_22_116x116.png|50px]] Hunting Lodge || Upon completion, gain 2 [[Civilian Hunters|&amp;quot;Hunter&amp;quot;]] squads for the final mission of the operation || Protect Settlement || Rural parts of planets are often littered with hunting lodges. While they typically spend their days subsisting off local fauna, your own presence suggests the xeno problem has completely dwarfed the capabilities of a simple game hunt. Doing well by such a place might bring these local hunters out to help with wildlife conservation – so long as they get to haul back what’s edible, of course &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: left&amp;quot;| [[File:strategic_asset_29_116x116.png|50px]] Long Sightlines || Upon completion, gain 2 Intelligence || Extermination || Securing the hinterlands allows our scouting complement to efficiently do their jobs. With the wide open landscapes under watch, one can have an easier time spotting alien emergences&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: left&amp;quot;| [[File:strategic_asset_03_116x116.png|50px]] Protector of the Wayback || Upon completion, gain 10 Authority || Rescue Settlers || Earning the respect of local Waybackers can manifest itself in curious ways, such as dedicated songs or TV commercials featuring one’s heroics. However, one especially poignant manner is the public recognition of being a Protector of the Wayback. It might sound childish, but it is also a good reminder why the TCR Impetus is in the Wayback to begin with &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: left&amp;quot;| [[File:strategic_asset_26_116x116.png|50px]] Settlement Reclamation Projects || Upon completion, gain 15% more OCI Points for this operation || Reclaim Settlement || Many abandoned colonies litter the Wayback’s planets. However, abandoned does not mean unusable. Securing such sites can open throughputs for our adhoc space wharfs, providing easier touch-and-go’s for our inventory teams &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: left&amp;quot;| [[File:strategic_asset_05_116x116.png|50px]] Wayward Colonial Labor || Upon completion, gain 5 Trust with the Local Faction || Rescue Settlers || A planet&#039;s colonists, even those further afield of the more urban areas, are the lifeblood of any given faction. These miners, farmers, and refiners might not look like much, but saving their hides can have momentous value down the road &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: left&amp;quot;| [[File:strategic_asset_16_116x116.png|50px]] Xeno Delicatessens || Upon completion, gain [[Black Market#Trading Commodities|Alien Eggs]] trading goods || Contain Migration || If forced to move above ground, alien migrations will bring their children with them – albeit in the ‘safe’ form of unhatched eggs. Collecting these could fetch quite a premium on the black market. Apparently, they are quite the delicatessen to those who can afford them &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== [[Missions#Alien Wildlife|Xenos in Colony]] ====&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width: 100%; text-align: center&amp;quot;&lt;br /&gt;
! style=&amp;quot;width: 15%&amp;quot; | Asset &lt;br /&gt;
! style=&amp;quot;width: 25%&amp;quot; | Effect&lt;br /&gt;
! style=&amp;quot;width: 15%&amp;quot; | Possible Missions&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: left&amp;quot;| [[File:strategic_asset_23_116x116.png|50px]] Biological Sampling|| Upon completion, increase damage of all weapons against aliens by $1% for the rest of this operation.||Escort Research Truck, Recover Sample Eggs&lt;br /&gt;
|| In the Wayback, each xeno colony is different from the next. However, securing samples from this particular &#039;tribe&#039; can help SAGE develop methods to better defeat them.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: left&amp;quot;| [[File:strategic_asset_22_116x116.png|50px]] Ceremonial Handover|| Gain a random [[Operations#Rogue Army Reward Table|Local Forces]] item.||Minimize Civilian Casualties|| The local settlers express their utmost gratitude and solemnly hand over this special piece of equipment. &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: left&amp;quot;| [[File:strategic_asset_12_116x116.png|50px]] Crippled Infrastructure|| Upon completion, alien supplies are reduced by $1% for the rest of this operation.||Mine Migration Corridors|| The severing of key migration routes has resulted in significant degradation of the swarm&#039;s infrastructure.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: left&amp;quot;| [[File:strategic_asset_18_116x116.png|50px]] Denied Advantage|| Gain $1 additional Promotion Points. - Enemy forces have their Discipline reduced by $2%.||Defend The Outskirts|| Repelling this large-scale offensive in an exemplary display of combat readiness has significantly degraded enemy morale. Local scouts had observed the vast swarm advancing toward the city and have already reported your actions in halting the assault to their command structure.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: left&amp;quot;| [[File:strategic_asset_23_116x116.png|50px]] Eating on the Wing || Reduce Infantry Unit Supply costs by 15% for this operation. || Enter Infested City|| Many abandoned colonies litter the Wayback’s planets. However, abandoned does not mean unusable. Securing such sites can open throughputs for our adhoc space wharfs, providing easier touch-and-go’s for our inventory teams &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: left&amp;quot;| [[File:strategic_asset_22_116x116.png|50px]] Equipment Reward|| Gain a random [[Operations#Rogue Army Reward Table|Local Forces]] item. || Defend The Outskirts|| The local settlers express their gratitude and hand over this piece of equipment.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: left&amp;quot;| [[File:strategic_asset_15_116x116.png|50px]] Expert Engineers||Reduce Vehicle Supply Costs by $1% for this operation. || Restore Energy Supply|| The local engineering guild is very grateful for how we handled this mission and grants us support from some of their most experiences engineers. &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: left&amp;quot;| [[File:strategic_asset_23_116x116.png|50px]] Forward Outpost || Upon completion, increase player supply points by $1%. || Enter Infested City|| Securing forward outposts along the frontline enabled the establishment of a robust resupply and maintenance network. &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: left&amp;quot;| [[File:strategic_asset_24_116x116.png|50px]] Hearts and Minds || Upon completion, gain $1 Squaddies. || Enter Infested City|| Whenever our friendly Marines complete a task, the first thing they should ask of the liberated locals: do you wish to know more? One would be surprised how often these first impressions lead to natives joining our cause.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: left&amp;quot;| [[File:Strategic asset 08 116x116.png|50px]] High Leverage ||Increase Faction Trust gained by $1% || Seek and Destroy || Rescuing highly placed authority figures is one thing. Managing to comb through their homes for compromising materials is another. Whether by gratitude or blackmail, certain sorts of leverage can help ‘improve’ our appeal to faction leaders, as well as help ‘certify’ just how effective we are and can be&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: left&amp;quot;| [[File:Strategic asset 22 116x116.png|50px]] Local Militias ||Gain 1 [[Civilian_Militia|Militia Detachments]] to help out on the final mission.|| Minimize Civilian Casualties|| Militias are not often able to fight bigger threats on their own, but what they lack in firepower they more than make up for in dedication to defending their homes. On the latter, our tasks can align.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: left&amp;quot;| [[File:Strategic asset 15 116x116.png|50px]] Local Workshop || Restores $1% of Vehicle Hitpoints and removes $2 Defect between missions for the rest of this operation. || Restore Energy Supply || A civilian garage is located in this settlement and can be turned into an improvised repair shop. Although it is very limited in its capabilities, the garage can offer spot maintenance for our combat vehicles&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: left&amp;quot;| [[File:strategic_asset_15_116x116.png|50px]] Military Repair Depot ||Vehicles get repaired $1-$2% between missions and $3-$4 defects gets removed.|| Restore Energy Supply ||Cranes. Forklifts. Nuts, bolts, and even more nuts. A repair depot features everything short of proper TCR paperwork to get our hardware back in the fight as soon as possible&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: left&amp;quot;| [[File:Strategic asset 29 116x116.png|50px]] Pinpointed Resupply Routes ||Upon completion, gain $1 Intelligence.|| Assist Local Forces|| By pinpointing the opponent’s resupply routes, we gained a much better understanding of enemy movements and positioning.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: left&amp;quot;| [[File:Strategic asset 26 116x116.png|50px]] Settlement Reclamation Projectse ||Upon completion, gain $1% more OCI Points for this operation. || Seek And Destroy|| Many abandoned colonies litter the Wayback’s planets. However, abandoned does not mean unusable. Securing such sites can open throughputs for our adhoc space wharfs, providing easier touch-and-go’s for our inventory teams.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: left&amp;quot;| [[File:Strategic asset 05 116x116.png|50px]] Show Of Force ||Gain $1 additional Promotion Points - Enemy forces have their Discipline reduced by $2%. || Clean The Streets|| The raid into enemy territory and the crippling of the swarm&#039;s infrastructure has left the hive mind in disarray. Also, an operation performed with such audacity warrants additional promotions. &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: left&amp;quot;| [[File:strategic_asset_05_116x116.png|50px]] Wayward Colonial Labor || Upon completion, gain 5 Trust with the Local Faction || Seek And Destroy || A planet&#039;s colonists, even those further afield of the more urban areas, are the lifeblood of any given faction. These miners, farmers, and refiners might not look like much, but saving their hides can have momentous value down the road &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: left&amp;quot;| [[File:strategic_asset_16_116x116.png|50px]] Xeno Delicatessens || Upon completion, gain [[Black Market#Trading Commodities|Alien Eggs]] trading goods ||Recover Sample Eggs|| If forced to move above ground, alien migrations will bring their children with them – albeit in the ‘safe’ form of unhatched eggs. Collecting these could fetch quite a premium on the black market. Apparently, they are quite the delicatessen to those who can afford them &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: left&amp;quot;| [[File:Strategic asset 30 116x116.png|50px]] Xeno Swarm In Disarray ||Upon completion, Alien Units suffer -$1 Vision and -$2 Detection for the rest of this operation. || Mine Migration Corridors|| The xenos sustained significant damage from the last mission, resulting in severe disruption of network integrity and communication capabilities.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== [[Pirates]] ==&lt;br /&gt;
==== [[Missions#Pirates|Counter Insurgency]] ====&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width: 100%; text-align: center&amp;quot;&lt;br /&gt;
!style=&amp;quot;width: 15%;&amp;quot; | Asset &lt;br /&gt;
!style=&amp;quot;width: 25%;&amp;quot; | Effect&lt;br /&gt;
! style=&amp;quot;width: 15%&amp;quot; | Possible Missions&lt;br /&gt;
!style=&amp;quot;width: 60%;&amp;quot; | Description &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: left&amp;quot;| [[File:Strategic asset 08 116x116.png|50px]] Bossman Den ||Gain random [[Operations#Pirate Reward Table|Pirate Faction Item]]. || [[Search Weapon Caches]] ||Pirate leaders tend to hole up in caves or abandoned buildings. Locating one of these haunts after rooting out their forces will likely be bountiful – and no need to go hunting down x’s on dirty maps, either&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: left&amp;quot;| [[File:strategic_asset_26_116x116.png|50px]] Civilian Trading Post ||Gain +1 Trust with Local Faction &amp;amp; +2 [[Black_Market|Civilian Trading Good]]. || [[Stop Extortion]]|| In the Wayback where resources are scarce and piracy common, civilian trading posts are worth infinitely more than their weight in zero-grav gold. Securing such a location would be most favored by both the locals as well as their leadership&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: left&amp;quot;| [[File:Strategic asset 02 116x116.png|50px]] Explosive Ordnance Disposal ||Gain +$1% Supplies. || [[Clear IEDs]] || Once the roads are cleared of threats, EOD teams can move in to disarm mines and IEDs. A few of these can be repurposed for our use or disassembled and spread into our supply chain&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: left&amp;quot;| [[File:Strategic asset 27 116x116.png|50px]] Explosive Ordnance Disposal ||Gain [[Anti-Tank Mine]]. || [[Clear IEDs]]|| Once the roads are cleared of threats, EOD teams can move in to disarm mines and IEDs. A few of these can be repurposed for our use or disassembled and spread into our supply chain&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: left&amp;quot;| [[File:Strategic asset 08 116x116.png|50px]] High Leverage ||Increase Faction Trust gained by $1% || [[Rescue Authorities]] || Rescuing highly placed authority figures is one thing. Managing to comb through their homes for compromising materials is another. Whether by gratitude or blackmail, certain sorts of leverage can help ‘improve’ our appeal to faction leaders, as well as help ‘certify’ just how effective we are and can be&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: left&amp;quot;| [[File:Strategic asset 25 116x116.png|50px]] Local Clinic || Increases the rescue chance for squaddies by $1% for the rest of this operation. || [[Protect Town]] ||Local clinics aren’t exactly cutting edge health providers, but an on-spot MASH is vastly more efficient than achieving escape velocity to get back to the Imp&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: left&amp;quot;| [[File:Strategic asset 22 116x116.png|50px]] Local Militias ||Gain 1 [[Civilian_Militia|Militia Detachments]] to help out on the final mission.  || [[Protect Town]] || Militias are not often able to fight bigger threats on their own, but what they lack in firepower they more than make up for in dedication to defending their homes. On the latter, our tasks can align&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: left&amp;quot;| [[File:Strategic asset 15 116x116.png|50px]] Local Workshop || Restores $1% of Vehicle Hitpoints and removes $2 Defect between missions for the rest of this operation. || [[Protect Town]] || A civilian garage is located in this settlement and can be turned into an improvised repair shop. Although it is very limited in its capabilities, the garage can offer spot maintenance for our combat vehicles&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: left&amp;quot;| [[File:Strategic asset 22 116x116.png|50px]] Patrol Base ||[[Operations#Rogue Army Reward Table|Gain Rogue Army Item or Vehicle]]|| [[Establish Combat Outpost]] || Like most conventional fighting forces, the Rogue Army stores most of its munitions and armaments inside depots. Capturing one of these could provide us with useful equipment&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: left&amp;quot;| [[File:Strategic asset 07 116x116.png|50px]] Rogue Army Depots ||[[Operations#Rogue Army Reward Table|Gain Rogue Army Item or Vehicle]] || [[Establish Combat Outpost]] || Like most conventional fighting forces, the Rogue Army stores most of its munitions and armaments inside depots. Capturing one of these could provide us with useful equipment&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: left&amp;quot;| [[File:Strategic asset 27 116x116.png|50px]] Securing Ordnance || Gain 1 random [[Operation#Pirate Bombmaker Strategic Asset Table|Explosive Item]].|| [[Take Out Bombmaker]]||Battlefields are littered with munitions. EOD teams can not only help clear out dangers, but occasionally repurpose unexploded ordnance for our own use&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: left&amp;quot;| [[File:Strategic asset 08 116x116.png|50px]] Tactical Acceleration ||Increase player supply points by $1%. || [[Rescue Authorities]] || With the ‘finish line’ in sight, some military planners onboard the Imp prefer to move to maneuver warfare, rapidly hurrying our operation and overwhelming our enemies with speed&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== [[Missions#Pirates|Thwart Invasion]] ====&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width: 100%; text-align: center&amp;quot;&lt;br /&gt;
!style=&amp;quot;width: 15%;&amp;quot; | Asset &lt;br /&gt;
!style=&amp;quot;width: 25%;&amp;quot; | Effect&lt;br /&gt;
! style=&amp;quot;width: 15%&amp;quot; | Possible Missions&lt;br /&gt;
!style=&amp;quot;width: 60%;&amp;quot; | Description &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: left&amp;quot;| [[File:strategic_asset_26_116x116.png|50px]] Airspace Security|| Additional supply drop on each mission for the rest of this operation.||  Seize GTAM-Site ||Securing AA sites allows for blue air to roam free&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: left&amp;quot;| [[File:Strategic asset 22 116x116.png|50px]] Cache of Looted Goods ||Gain a random [[Operations#Rogue Army Reward Table|Local Forces]] item. || Break Off Raid|| Pirates often stockpile recently looted goods into one place – and not just trinkets, either&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: left&amp;quot;| [[File:Strategic asset 30 116x116.png|50px]] CASEVAC Facilities ||Gain 1 [[OCIs|Medevac]] Offmap ability use. || Retain Spaceport || CASEVAC Facilities provide a centralized collection point for wounded soldiers&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: left&amp;quot;| [[File:Strategic asset 30 116x116.png|50px]] Fuel Depots ||All pirate vehicles have their movement range reduced for the rest of this operation. || Sabotage Supply Infrastructure || Fuel Depots provide the logistical means to get from A to Z. Without a proper POL replacement stream, one might find themselves limping into combat&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: left&amp;quot;| [[File:Strategic asset 01 116x116.png|50px]] GTAM Defense Network || Enemy supply points reduced by $1%.|| Seize GTAM-Site ||GTAM Sites specialize in interdiction and can deal devastating blows to supply lines&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: left&amp;quot;| [[File:Strategic asset 25 116x116.png|50px]] Local Clinic || Increases the rescue chance for squaddies by $1% for the rest of this operation. || [[Protect Town]] ||Local clinics aren’t exactly cutting edge health providers, but an on-spot MASH is vastly more efficient than achieving escape velocity to get back to the Imp&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: left&amp;quot;| [[File:strategic_asset_15_116x116.png|50px]] Military Repair Depot ||Vehicles get repaired $1-$2% between missions and $3-$4 defects gets removed.|| Secure Repair Depot ||Cranes. Forklifts. Nuts, bolts, and even more nuts. A repair depot features everything short of proper TCR paperwork to get our hardware back in the fight as soon as possible&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: left&amp;quot;| [[File:Strategic asset 18 116x116.png|50px]] Pirate Convoys ||  Gain a random [[Operation#Pirates Vehicle or Weapon Reward Table|Pirate Vehicle or Vehicle Weapon]] || Interdict Forces || What is not destroyed by interdiction is often abandoned. Sometimes they&#039;ll even leave the keys in the ignition for you&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: left&amp;quot;| [[File:Strategic asset 24 116x116.png|50px]] Pirate Hopes and Dreams||  Pirate units will receive the &amp;quot;Frustrated&amp;quot; emotional state ($1% reduction in discipline). || Hunt down Saboteurs || Even pirates have plans – and plans can always be disrupted. No plans, no trinkets&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: left&amp;quot;| [[File:Strategic asset 24 116x116.png|50px]] Pirate Hostages ||Gain 1 [[Allied_Local_Forces_Infantry|Auxiliary Local Forces infantry squads]] for the final mission. || Rescue and Disengage || Pirates love to take hostages as hostages often lead to more trinkets. Hostages rescued from such piratical plights typically desire to get one over on their former captors&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: left&amp;quot;| [[File:Strategic asset 22 116x116.png|50px]] Saboteur Stockpile || Gain a random [[Operations#Pirate Saboteur Stockpile Strategic Asset Table|Pirate Infantry]] item. || Hunt down Saboteurs || To repeatedly hit pressure points, clever saboteurs will squirrel away weapons into hidden stockpiles, adding just a pinch of static predictability to an otherwise unpredictable foe&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: left&amp;quot;| [[File:Strategic asset 26 116x116.png|50px]] Spaceport Access ||Gain $1% more supplies for the rest of this operation.|| Retain Spaceport || Spaceports allow for higher levels of logistical flexibility, making it much easier to bypass interdiction&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: left&amp;quot;| [[File:strategic_asset_26_116x116.png|50px]] TCR Clause 9 ||Gain a [[Operation#Pirates TCR Clause 9 Strategic Asset Table|Local Forces vehicle chassis]]. || Secure Repair Depot ||Clause 9 of the EFA (Expeditionary Force Act) allows for any acting TCR commander to deputize, recruit, or commandeer hardware out of local forces. The legal language provides, but does not necessarily stipulate that this be done diplomatically&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== [[Rogue Army]]==&lt;br /&gt;
==== [[Missions#Rogue Army|Turn the Tide]] ====&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width: 100%; text-align: center&amp;quot;&lt;br /&gt;
!style=&amp;quot;width: 15%;&amp;quot; | Asset &lt;br /&gt;
!style=&amp;quot;width: 25%;&amp;quot; | Effect&lt;br /&gt;
! style=&amp;quot;width: 15%&amp;quot; | Possible Missions&lt;br /&gt;
!style=&amp;quot;width: 60%;&amp;quot; | Description &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: left&amp;quot;| [[File:strategic_asset_26_116x116.png|50px]] Civilian Trading Post ||Gain +1 Trust with Local Faction &amp;amp; +2 [[Black_Market|Civilian Trading Good]]. || Stop Marauders|| In the Wayback where resources are scarce and piracy common, civilian trading posts are worth infinitely more than their weight in zero-grav gold. Securing such a location would be most favored by both the locals as well as their leadership&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: left&amp;quot;| [[File:strategic_asset_24_116x116.png|50px]] Daring Raid || Gain 20 additional promotion points&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Enemy forces have their discipline reduced by 10%|| Raid Command Post ||The raid into enemy territory and the destruction of the command infrastructure left the enemy in disarray. Also, an operation performed with such audacity warrants additional promotions &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: left&amp;quot;| [[File:strategic_asset_12_116x116.png|50px]] Enemy Delayed || The enemy will have its supply points reduced by 15% for the rest of the operation|| Delay ||Fuel Depots provide the logistical means to get from A to Z. Without a proper POL replacement stream, one might find themselves limping into combat &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: left&amp;quot;| [[File:strategic_asset_12_116x116.png|50px]] GLOCS Disrupted || Enemy vehicles and walkers will start battles damaged&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Enemy Discipline is reduced by 10%|| Mine Roads ||With the enemy Ground Lines Of Communication disrupted they will be suffering from damaged hardware and will have a hard time keeping organization up &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: left&amp;quot;| [[File:strategic_asset_24_116x116.png|50px]] New Recruits|| Gain 5 additional squaddies || POW Rescue ||The elements rescued from captivity offered to join our effort in the wayback. We welcome them on board! &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: left&amp;quot;| [[File:Strategic asset 22 116x116.png|50px]] Patrol Base ||[[Operations#Rogue Army Reward Table|Gain Rogue Army Item or Vehicle]]  || Defend Outpost, Relieve Outpost || Like most conventional fighting forces, the Rogue Army stores most of its munitions and armaments inside depots. Capturing one of these could provide us with useful equipment&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: left&amp;quot;| [[File:strategic_asset_26_116x116.png|50px]] Pilots Recovered || Gain 1 minigun strafing run offmap use in each mission of this operation||Search and Rescue ||With the pilots returned to duty more airpower to strafe enemy forces came available &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: left&amp;quot;| [[File:Strategic asset 07 116x116.png|50px]] Rogue Army Depots ||[[Operations#Rogue Army Reward Table|Gain Rogue Army Item or Vehicle]]  || Defend Outpost, Relieve Outpost ||Like most conventional fighting forces, the Rogue Army stores most of its munitions and armaments inside depots. Capturing one of these could provide us with useful equipment&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: left&amp;quot;| [[File:strategic_asset_24_116x116.png|50px]] Troops Rescued || Gain 2 [[Allied Local Forces Infantry|allied local forces infantry units]] for the final mission|| POW Rescue ||The rescued POWs can now join the fight again and bolster friendly forces &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== [[MENACE|[REDACTED] (Spoilers!)]] ==&lt;br /&gt;
==== [[Missions#MENACE|Construct Activity]] ====&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width: 100%; text-align: center&amp;quot;&lt;br /&gt;
!style=&amp;quot;width: 15%;&amp;quot; | Asset &lt;br /&gt;
!style=&amp;quot;width: 25%;&amp;quot; | Effect&lt;br /&gt;
! style=&amp;quot;width: 15%&amp;quot; | Possible Missions&lt;br /&gt;
!style=&amp;quot;width: 60%;&amp;quot; | Description &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: left&amp;quot;| [[File:Strategic asset 30 116x116.png|50px]] Adhoc-Construct Communication Towers ||Construct Units suffer -$1 Vision and -$2 Detection for the rest of this operation. || Destroy Comms Towers || The Menace’s units appear to communicate through a variety of means, some of which we do not yet understand. However, one thing its Constructs prefer to do is capture local comms towers and repurpose them for faster linking. Disabling said towers could, for a time at least, help interrupt the Constructs’ capabilities on this planet&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: left&amp;quot;| [[File:Strategic asset 23 116x116.png|50px]] Anti-Construct Adaptations ||Gain $1% increased damage against Constructs for the rest of this operation. || Gather Samples ||Repeatedly engaging the Menace can give us briefly valuable battlefield data to better counter its Constructs. Emphasis on “briefly”, as any value-gain made against the Menace is inevitably counteracted by its constantly iterative designs&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: left&amp;quot;| [[File:Strategic asset 30 116x116.png|50px]] Anti-Menace Stratagems || Menace presence on this planet is reduced by $1.  || Deny Resources || Constant combat with the Menace can give us new methods with which to counteract them. Notably, we can figure out pressure points and insert small infiltration teams to deal damage to their “manufacturing” capabilities. It is unlikely this will work more than once, as the Menace is a fast-learner, but developing such stratagems can be worthwhile all the same&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: left&amp;quot;| [[File:strategic_asset_26_116x116.png|50px]] Bridgeheads ||Gain additional $1% Supply Points for the rest of this operation. || Secure Landing Pad|| We can’t fly everything everywhere – the use of land hardware to move supplies is essential to any fighting force, and so the capture of bridgeheads is crucial to our operations&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: left&amp;quot;| [[File:Strategic asset 22 116x116.png|50px]] Checkpoint Stockpiles|| Gain a [[Operations#Rogue Army Reward Table|Local Forces]] item. || Contact Checkpoints || Local Forces tend to stockpile goods around their intra-state checkpoints. Helping defend – or perhaps even conquer – such spots could allow us to ‘tactically acquire’ some gear from the natives&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: left&amp;quot;| [[File:strategic_asset_05_116x116.png|50px]] Civilians Saved ||Gain 5 Trust with the Local Faction.|| Search missing Civilians ||Upon completion, gain $1 Trust with the Local Faction&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: left&amp;quot;| [[File:strategic_asset_26_116x116.png|50px]] Civilian Trading Post ||Gain +1 Trust with Local Faction &amp;amp; +2 [[Black_Market|Civilian Trading Good]]. || Terror Attack|| In the Wayback where resources are scarce and piracy common, civilian trading posts are worth infinitely more than their weight in zero-grav gold. Securing such a location would be most favored by both the locals as well as their leadership&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: left&amp;quot;| [[File:strategic_asset_29_116x116.png|50px]] Construct Threat Profiling ||Gain $1 Intelligence.|| Recon Patrol&lt;br /&gt;
 ||The Menace can never be allowed to gain advantages over us, especially when it can be avoided. Field patrols can always net invaluable intel on our enemies and that goes double for identifying new Constructs and profiling them for future engagements&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: left&amp;quot;| [[File:strategic_asset_29_116x116.png|50px]] Expanded LZ || The friendly deployment zone is increased by $1% for the rest of this operation.|| Secure Landing Pad ||Securing landing zones will substantially increase our freedom of movement going forward&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: left&amp;quot;| [[File:strategic_asset_24_116x116.png|50px]] Hearts and Minds|| Gain 5 squaddies. || Search missing Civilians ||Whenever our friendly Marines complete a task, the first thing they should ask of the liberated locals: do you wish to know more? One would be surprised how often these first impressions lead to natives joining our cause&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: left&amp;quot;| [[File:strategic_asset_26_116x116.png|50px]] Lucky Finds ||Gain a random [[Operations#Pirate Reward Table|Pirate Item]] reward. || Investigate Attack|| Thanks to their marauding and ravaging, even the most pathetic and worthless of pirates will have something valuable on their person. Killing pirates is, therefore, like playing the lottery – you never know what you’re gonna get (off a corpse)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Enemy Activities ==&lt;br /&gt;
Enemy Activities grant their bonus to the enemy faction for the current operation once their countdown timer reaches 0. They will be disabled for the rest of the operation when the corresponding mission is completed.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width: 100%; text-align: left&amp;quot;&lt;br /&gt;
!Icon&lt;br /&gt;
!Faction&lt;br /&gt;
!Asset &lt;br /&gt;
!Effect&lt;br /&gt;
!Lore&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: left&amp;quot;| [[File:Evolve adrenaline glands 116x116.png|50px]]||[[Alien Wildlife|Aliens]]|| Evolve Adrenaline Glands||Reduces movement costs for all Alien units by -4 per tile.||Xeno adrenaline glands can quickly adapt to threats to the Hive.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: left&amp;quot;| [[File:Evolve bioplasma 116x116.png|50px]]||[[Alien Wildlife|Aliens]]|| Evolve Bioplasma||Increases Armor Penetration for all Alien attacks by 25%.||A nearby hive is aware of our presence and projecting adaptive spore messages, causing xenos to evolve and adapt to beat our heavier armor.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: left&amp;quot;| [[File:Evolve compound eyes 116x116.png|50px]]||[[Alien Wildlife|Aliens]]|| Evolve Compound Eyes||Increases View Range by 2 and Accuracy by 20 for all Alien units.||The hive here is projecting spores which trigger fast evolutions in nearby xenos, spurring sudden gains in visual acuity.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: left&amp;quot;| [[File:Evolve intimidation 116x116.png|50px]]||[[Alien Wildlife|Aliens]]|| Evolve Intimidation||All Alien units get the &amp;quot;[[Fearsome_(Perk)|Fearsome]]&amp;quot; perk.||Deterrence is a strong survival mechanic in nature. These Xenos are getting really good at it.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: left&amp;quot;| [[File:Evolve muscle tissue 116x116.png|50px]]||[[Alien Wildlife|Aliens]]|| Evolve Muscular Tissue||Increases Hitpoints of all Alien units by 20%.||The hive here is projecting spores which trigger xeno tissue to thicken beneath its chitin exterior.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: left&amp;quot;| [[File:Evolve regeneration 116x116.png|50px]]||[[Alien Wildlife|Aliens]]|| Evolve Regeneration||All Alien units regenerate 50% of their hitpoints during their turn.||Xeno cell duplication gives them fast-adapting, tissue-mending capabilities.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: left&amp;quot;| [[File:Evolve scenting 116x116.png|50px]]||[[Alien Wildlife|Aliens]]|| Evolve Scenting||All Alien units have their Detection increased by 4.||The hive here spreads spores which trigger heightened sensitivities to sights and sounds.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: left&amp;quot;| [[File:Evolve chitin plates 116x116.png|50px]]||[[Alien Wildlife|Aliens]]|| Evolve Thick Chitin Plates||Increases Armor of all Alien units by 20%.||The hive here is spreading spores which trigger xenos to harden their chitin plates.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: left&amp;quot;| [[File:Evolve tunneling 116x116.png|50px]]||[[Alien Wildlife|Aliens]]|| Evolve Tunneling||Add the &amp;quot;Tunneling Spiderlings&amp;quot; offmap ability to the Alien faction, allowing them to spawn Spiderlings anywhere on the map.||The Xenos are quickly developing mandibles suited for fast digging and tunneling.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: left&amp;quot;| [[File:Evolve rapid evolution 116x116.png|50px]]||[[Alien Wildlife|Aliens]]|| Rapid Evolution||Evolves all Young Warriors to Warriors and Warriors to Evolved Warriors.||The classic growth cycle of so called Alien Warriors is substantially sped up resulting in much more resilient and dangerous critters.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: left&amp;quot;| [[File:Improvised runway 116x116.png|50px]]||[[Pirates|Pirates]]|| Build Improvised Runway||Grant the Pirates the &amp;quot;Rocket Pod Run&amp;quot; offmap ability.||The Pirates are setting up improvised runways to start close range air support units armed with rocket pods.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: left&amp;quot;| [[File:Dig in 116x116.png|50px]]||[[Pirates|Pirates]]|| Dig In ||All pirate infantry units get the &amp;quot;[[Fortify_(Perk)|Fortify]]&amp;quot; perk.||Pirate infantry units fortify their positions and get trained in defensive tactics, which the usually do not bother with.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: left&amp;quot;| [[File:Combat drugs 116x116.png|50px]]||[[Pirates|Pirates]]|| Drug Laboratory ||Increases Hitpoints of all pirate soldiers by 4.||Pirates are handing out experimental combat drugs sourced from (REDACTED).&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: left&amp;quot;| [[File:Extort populace 116x116.png|50px]]||[[Pirates|Pirates]]|| Extort Populace||Reduces trust gained when winning the operation by 50%. Increases trust lost when failing the operation by 50%.||Pirates are targeting locals for trinkets. Regional trust in our efforts will be harmed if we do not diligently protect these people.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: left&amp;quot;| [[File:Observation posts 116x116.png|50px]]||[[Pirates|Pirates]]|| Observation Posts||All Pirate units have their Detection increased by 4.||The Pirates have established a network of observation post here that quickly relays information on enemy positions between units.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: left&amp;quot;| [[File:Juryrigged rocket 116x116.png|50px]]||[[Pirates|Pirates]]|| Prepare Juryrigged Rockets||Adds the &amp;quot;Unguided Missile Strike&amp;quot; offmap ability to the pirate faction.||The Pirates are preparing to hack rocket launch tubes on their orbital vessels so that they can be fired at ground targets.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: left&amp;quot;| [[File:Privateers 116x116.png|50px]]||[[Pirates|Pirates]]|| Privateers||All Pirate units gain 15 Discipline.||Pirate “Mamas and Dadas” have dispatched a cache of trinkets to this location, greatly increasing the pirates motivation.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: left&amp;quot;| [[File:Raid armory 116x116.png|50px]]||[[Pirates|Pirates]]|| Raid Armory||All Pirate Scavenger units will be armed with ARC assault rifles instead of pirate assault rifles.||Pirates are raiding local armories with the goal of acquiring better weapons for their troops.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: left&amp;quot;| [[File:Reckless assault 116x116.png|50px]]||[[Pirates|Pirates]]|| Reckless Assault||Increases the Action Points left after disembarking for all Pirate infantry.||The “Mamas and Dadas” have deployed an expert in mobile infantry tactics. This location is helping assist the pirates ability to coordinate mechanized assaults.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: left&amp;quot;| [[File:Signal interference 116x116.png|50px]]||[[Pirates|Pirates]]|| Signal Interference||Reduces player&#039;s Intelligence by 4.||Pirates have captured some local relay stations and are flooding the wavelengths with interference.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: left&amp;quot;| [[File:Upgrade vehicles 116x116.png|50px]]||[[Pirates|Pirates]]|| Upgrade Vehicles||All Pirate hardware gains ERA plates which help destroy incoming rocket attacks.||Pirates have deployed an explosives tech lab and are upgrading all their deployed hardware with improvised but effective ERA plates. These plates give 3 charges for a 80% chance to negate all damage from rocket-based attacks.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: left&amp;quot;| [[File:Mg turrets 116x116.png|50px]]||[[Rogue_Army|Rogue Army]]||Activate MG Turrets||Grants the &amp;quot;Deploy MMG Sentry Turret&amp;quot; offmap ability to the Rogue Army faction.||The Rogue Army is prepared to drop automated sentry machine guns into combat to bolster their defensive capabilities.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: left&amp;quot;| [[File:Rocket turrets 116x116.png|50px]]||[[Rogue_Army|Rogue Army]]|| Activate Rocket Turrets||Grants the &amp;quot;Deploy Rocket Sentry Turret&amp;quot; offmap ability to the Rogue Army faction.||The Rogue Army is prepared to drop rocket sentry turrets into combat to bolster their anti-tank capabilities.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: left&amp;quot;| [[File:Advanced combat training 116x116.png|50px]]||[[Rogue_Army|Rogue Army]]|| Advanced Combat Training ||All Rogue Army Infantry units get the &amp;quot;[[Counter_Strike_(Perk)|Counter Strike]]&amp;quot; perk and can retaliate against attackers once per turn.||Rogue army infantry units receive special training in advanced combat techniques.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: left&amp;quot;| [[File:Anti air teams 116x116.png|50px]]||[[Rogue_Army|Rogue Army]]|| Anti-Air Emplacements ||Blocks all &amp;quot;Airpower&amp;quot; offmap abilities from being used.||The Rogue Army is setting up a network of short-range anti-air emplacements, effectively blocking all Airpower use by the TCR.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: left&amp;quot;| [[File:Anti tank drills 116x116.png|50px]]||[[Rogue_Army|Rogue Army]]|| Anti-Tank Drills||Rogue Army regulars and conscripts get an RPG-2 special weapon.||Rogue Army infantry units are handed improved RPG-2 launchers to combat enemy armor more effectively.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: left&amp;quot;| [[File:Forced march 116x116.png|50px]]||[[Rogue_Army|Rogue Army]]|| Forced March||Instantly advances all Enemy Activities by 1. Once other Enemy Activities hit 0, they cannot go back to 1 by canceling this one.||We have intercepted a “forced march” order from the Rogue Army. If allowed to be broadcasted, they will irreversibly be put into an aggressive offensive posture.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: left&amp;quot;| [[File:Orbital comms jammer 116x116.png|50px]]||[[Rogue_Army|Rogue Army]]|| Install Orbital Comms Jammer||Delays Orbital offmap abilities by 1 turn.||The Rogue Army has installed an orbital comms jammer which interferes with ground-to-Impetus communications.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: left&amp;quot;| [[File:Artillery barrage 116x116.png|50px]]||[[Rogue_Army|Rogue Army]]|| Prepare Artillery Barrage||Grants the &amp;quot;Sustained Barrage&amp;quot; offmap ability to the Rogue Army faction.||Rogue Army artillery positions are prepared and set up to fire at any TCR units getting close to them.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: left&amp;quot;| [[File:Propaganda campaign 116x116.png|50px]]||[[Rogue_Army|Rogue Army]]|| Propaganda Campaign||Increases Victory Points needed to win this operation by $1. Cannot be reverted.||The Rogue Army is preparing a massive propaganda campaign aimed at the region’s populace. If our enemy is allowed to propagate such untruths, it will become more difficult to win over the locals.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: left&amp;quot;| [[File:Road blocks 116x116.png|50px]]||[[Rogue_Army|Rogue Army]]|| Set Up Road Blocks||Reduces player deployment zone by 50%.||The Rogue Army has deployed a complex and winding array of hedgehogs, roadblocks, and other barricades to control where we can land.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: left&amp;quot;| [[File:Summary court marshal 116x116.png|50px]]||[[Rogue_Army|Rogue Army]]|| Summary Court Marshal||All Rogue Army units have their Discipline increased by 15.||The Rogue Army has deployed a hard-nosed, authoritarian cadre here. With threats of scourging and execution for retreating, they are “boosting the morale” of their soldiers.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: left&amp;quot;| [[File:Assimilate resources 116x116.png|50px]]||[[MENACE|MENACE]]|| Assimilate Resources||Increases Construct supply points by 15%.||The Menace has established resource harvesting and manufacturing nodes to keep a more intense pace of operations.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: left&amp;quot;| [[File:Deactivate selfpreservation 116x116.png|50px]]||[[MENACE|MENACE]]|| Deactivate self-preservation ||Increases all Construct units suppression resistance.||While Constructs are obviously not human anymore, they still have primitive survival instincts and can be stopped and overloaded by firing at them. Apparently they are working on reducing these instincts, making their combat units almost impossible to stop.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: left&amp;quot;| [[File:Doomsday cultists 116x116.png|50px]]||[[MENACE|MENACE]]|| Doomsday Cultists ||Add 4 units of Doomsday Cultists to each following mission in this operation.||Misguided humans believe the Menace to be a force for good and will stop at nothing to assist its goals.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: left&amp;quot;| [[File:Energy resistance 116x116.png|50px]]||[[MENACE|MENACE]]|| Energy Resistance ||Grants all Construct units a 30% damage reduction against energy weapons.||By sourcing regional metals, the Constructs here have developed an adhoc resistance to energy weapons.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: left&amp;quot;| [[File:Kinetic resistance 116x116.png|50px]]||[[MENACE|MENACE]]|| Kinetic Resistance ||Grants all Construct units a 30% damage reduction against Projectile weapons. Does not work against Rockets, Grenades or Energy Weapons.||By sourcing regional metals, the Constructs here have developed an adhoc resistance to kinetic weaponry.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: left&amp;quot;| [[File:Lock down communications 116x116.png|50px]]||[[MENACE|MENACE]]|| Lock down Communications||Reduces Intelligence by 4.||Menace interference is flooding SAGE’s systems, hampering our ability to gather intelligence.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: left&amp;quot;| [[File:Orbital isolation 116x116.png|50px]]||[[MENACE|MENACE]]|| Orbital Isolation||Blocks all &amp;quot;Orbital&amp;quot; offmap abilities from being used.||The Constructs are setting up advanced jamming and interference stations and relays that make effective communication between ground troops and the Impetus almost impossible.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: left&amp;quot;| [[File:Rapid reproduction 116x116.png|50px]]||[[MENACE|MENACE]]|| Rapid Reproduction||Increases the Menace presence on this planet by 1. Can not be reverted once it becomes active.||The Menace has designs on this planet and is investing in critical infrastructure to assist its own expansion. SAGE has outlined some proactive steps to prevent this irreversible spread.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: left&amp;quot;| [[File:Self destruction protocols 116x116.png|50px]]||[[MENACE|MENACE]]|| Self-Destruction Protocols||Reduces all loot drop chances from Constructs by 15%.||Constructs have been geared for self-destruction, preventing our salvage teams from retrieving valuable components.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: left&amp;quot;| [[File:Terror campaign 116x116.png|50px]]||[[MENACE|MENACE]]|| Terror Campaign||Reduces operation reward choices by 1.||The Menace is striking out at ‘hearts and minds’, albeit with the intention of terrorizing both. Locals here will be less receptive of our efforts if we do not move to protect them.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Rewards ==&lt;br /&gt;
On operation completion, the provided rewards are determined by multiple reward tables. In addition to a generic table, there are different tables depending on the [[Factions|enemy faction]] and the organisation (e.g. [[Zayn-Beecher_Corp|Zayn-Beecher Corp]], [[The Backbone]]) involved.&lt;br /&gt;
&lt;br /&gt;
==== Generic Reward Table ====&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width: 100%;&amp;quot;&lt;br /&gt;
! style=&amp;quot;width: 10%&amp;quot; | Type &lt;br /&gt;
! Reward&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Accessories&#039;&#039;&#039;&lt;br /&gt;
| [[Armor Piercing Ammo]], [[Ammo Bag]], [[Hollow Points]], [[Match Grade Ammo]], [[REND Ammo]], [[Bundle Grenade]], [[AT Grenade]], [[MK18MOD1 HPS]], [[Armor Plates]], [[Binoculars]], [[Camouflage Kit]], [[S12 Aphenedrin &amp;quot;Combat Drugs&amp;quot;]], [[Disposable Rocket Flamethrower]], [[Wurfger Disposable AT-Launcher|&amp;quot;Wurfger&amp;quot; Disposable AT-Launcher]], [[EMP Grenade]], [[&amp;quot;Falcon&amp;quot; Recon Skybot]], [[Fragmentation Grenade]], [[MK2 Fragmentation Grenade]], [[Grenade Pistol]], [[Night Vision Goggles]], [[P99A3]], [[&amp;quot;Wardog&amp;quot; AT Skybot]], [[ZBs-22 Neurodin Injector]]&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Vehicle Accessories&#039;&#039;&#039;&lt;br /&gt;
| [[Adaptive Camouflage Net]], [[Advanced Sensors]], [[Vehicle Ammo Case]], [[Anti Personnel Mine Launchers]], [[Vehicle Canister Shot]], [[Ceramic Plating]], [[Exploding Reactive Armor]], [[VMAT Missile]]&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Armor&#039;&#039;&#039;&lt;br /&gt;
| [[Soft Armor]], [[Small Arms Protective Plating]], [[Improved Small Arms Protective Plating]], [[Enhanced Small Arms Protective Plating]], [[Extreme Small Arms Protective Plating]], [[Load Bearing Rig]]&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Vehicle Modular&#039;&#039;&#039;&lt;br /&gt;
| [[Long Barreled Tank Gun]], [[Twin M6 Heavy Machinegun]], [[Twin Griffin Dynamics Rotary Barrel Machinegun]], [[K-GMW Auto Grenade Launcher]], [[Flamethrower]], [[CMG50 MMG]], [[E4A2 ELSA Plasma Rifle]], [[M6 CMG]], [[Griffin Dynamics Rotary Barrel Machinegun]], [[Rocket Launcher]], [[Ground Radar]], [[Swarm Airburst Launcher]]&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Infantry Special&#039;&#039;&#039;&lt;br /&gt;
|[[XGr-20 CDTE]], [[Anti-Materiel Rifle &amp;quot;Crocodile&amp;quot;]], [[Flamethrower]], [[K-SAS Designated Marksman Rifle]], &amp;lt;!--[[Grenade Launcher Tier 3]],--&amp;gt;[[IAR ]], [[M10E ESAW]], [[M320 SSW]],  &amp;lt;!--[[T3 Light Machinegun]],--&amp;gt; [[U60A1 HWCM]], [[CMG50]], [[M80 EGPM]], [[E4A2 ELSA]], [[L31 MAAL]], [[L100 - PAL]], [[SR41 KASS]], [[SR31 - HM SPR]], [[Tripod MK20A3]], [[Tripod M6 CMG]], [[Tripod Laser Lance]], [[Tripod CMG50]], [[Kingpost M8]], [[Zayntech ASGM 2]] &lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Infantry Weapon&#039;&#039;&#039;&lt;br /&gt;
|[[R14A2 ARC &amp;quot;Range&amp;quot;]], [[R14A2 ARC &amp;quot;CSP&amp;quot;]], [[R14A2 ARC &amp;quot;SOCC&amp;quot; ]], [[R10A6 K-PAC]], [[R10A6 &amp;quot;CQB&amp;quot; K-PAC]], [[R10A6 K-PAC with Launcher ]], [[R10A6 &amp;quot;SOF&amp;quot; K-PAC]], [[R228A1 MRS]], [[BR3A3 Kr-BaR &amp;quot;Crowbar&amp;quot;]], [[BR3A3 Kr-BaR MOD2 Carbine]], [[BR3A3 Kr-BaRMOD1]], [[BR6A1 HaMER]], [[Stoneclad CS185]], [[MK22MOD1]], [[MP3A9  PPP]], [[MP3A9  PPP &amp;quot;Hi-Cap&amp;quot;]], [[Griffin MK1MOD1]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== DICE of Gods Reward Table ====&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width: 100%;&amp;quot;&lt;br /&gt;
! style=&amp;quot;width: 10%&amp;quot; | Type &lt;br /&gt;
! Reward&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Accessories&#039;&#039;&#039;&lt;br /&gt;
| [[Armor Piercing Ammo]], [[Hollow Points]], [[Match Grade Ammo]], [[REND Ammo]], [[Benzofinil Tablets]], [[Camouflage Kit]], [[S12 Aphenedrin &amp;quot;Combat Drugs&amp;quot;]], [[Morphidrin Patch]], [[Neuropentine SR-Tablets]], [[Nitrophenyl Injector]], [[Protagon &amp;quot;Pirate Speed&amp;quot; - IR Tablets]], [[Travodin Stimulant]], [[Triloxin Injector]]&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Vehicle Accessories&#039;&#039;&#039;&lt;br /&gt;
| [[Adaptive Camouflage Net]], [[Booster Injection System]], [[Walker Jet Pack]]&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Armor&#039;&#039;&#039;&lt;br /&gt;
| [[Marine Infantry Body Armor]], [[Low Profile Protective Suit]], [[TCR Marine Tactical Armored Platesuit]]&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Vehicle&#039;&#039;&#039;&lt;br /&gt;
| [[Infantry Fighting Vehicle]], [[Medium Walker]]&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Infantry Weapon&#039;&#039;&#039;&lt;br /&gt;
| [[R14A2 ARC &amp;quot;CSP&amp;quot;]], [[R10A6 &amp;quot;CQB&amp;quot; K-PAC]], [[R228A1 MRS]], [[BR3A3 Kr-BaR MOD2 Carbine]], [[MP3A9  PPP &amp;quot;Hi-Cap&amp;quot;]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Zayn-Beecher Corp Reward Table ====&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width: 100%;&amp;quot;&lt;br /&gt;
! style=&amp;quot;width: 10%&amp;quot; | Type &lt;br /&gt;
! Reward&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Accessories&#039;&#039;&#039;&lt;br /&gt;
| [[Binoculars]], [[EMP Grenade]], [[&amp;quot;Falcon&amp;quot; Recon Skybot]], [[Motion Scanner]], [[Night Vision Goggles]], [[Signal Jammer]], [[Target Designator]], [[ZBs-22 Neurodin Injector]]&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Vehicle Accessories&#039;&#039;&#039;&lt;br /&gt;
| [[Advanced Sensors]], [[Ceramic Plating]], [[Electromagnetic Armor]]&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Armor&#039;&#039;&#039;&lt;br /&gt;
| [[SAPP Recce]], [[Small Arms Protective Plating]]&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Vehicle Modular&#039;&#039;&#039;&lt;br /&gt;
| [[E4A2 ELSA Plasma Rifle]], [[Auto-Laser]], [[Ground Radar]], [[Swarm Airburst Launcher]]&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Infantry Special&#039;&#039;&#039;&lt;br /&gt;
| [[XGr-20 CDTE]], [[HM MK7MOD1 - SDMR]], [[IAR]], [[M320 SSW]], [[M80 EGPM]], [[E4A2 ELSA]], [[L31 MAAL]], [[SR41 KASS]]&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Infantry Weapon&#039;&#039;&#039;&lt;br /&gt;
| [[R14A2 ARC &amp;quot;SOCC&amp;quot;]], [[R10A6 &amp;quot;SOF&amp;quot; K-PAC]], [[BR3A3 Kr-BaRMOD1]] [[BR3A3 Kr-BaR MOD3 Suppressed]], [[BR6A1 HaMER]], [[MP3A9  &amp;quot;SOF&amp;quot; PPP]], [[XL1A14]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== The Backbone Reward Table ====&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width: 100%;&amp;quot;&lt;br /&gt;
! style=&amp;quot;width: 10%&amp;quot; | Type &lt;br /&gt;
! Reward&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Accessories&#039;&#039;&#039;&lt;br /&gt;
| [[Ammo Bag]], [[Disposable Rocket Flamethrower]],&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Vehicle Accessories&#039;&#039;&#039;&lt;br /&gt;
| [[Additional Armor Plating]], [[Vehicle Ammo Case]], [[Anti Personnel Mine Launchers]], [[Exploding Reactive Armor]]&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Armor&#039;&#039;&#039;&lt;br /&gt;
| [[SAPP High Intensity Setup]], [[SAPP Operator]], [[Enhanced Small Arms Protective Plating]], [[Extreme Small Arms Protective Plating]]&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Vehicle Modular&#039;&#039;&#039;&lt;br /&gt;
| [[Long Barreled Tank Gun]], [[120mm Mortar]], [[Twin M6 Heavy Machinegun]], [[Twin Griffin Dynamics Rotary Barrel Machinegun]], [[ATGM Launcher]], [[Griffin Dynamics Rotary Barrel Machinegun]]&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Infantry Special&#039;&#039;&#039;&lt;br /&gt;
| [[Anti-Materiel Rifle &amp;quot;Crocodile&amp;quot;]], [[U60A1 HWCM]], [[AT-RGL]], [[MK9MOD2 K-GMW]], [[Tripod Laser Lance]], [[Tripod Griffin Minigun]]&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Infantry Weapon&#039;&#039;&#039;&lt;br /&gt;
| [[R14A2 ARC &amp;quot;Range&amp;quot;]], [[R10A6 K-PAC with Launcher]], [[R10A6 &amp;quot;RANGE&amp;quot; K-PAC]], [[MK22MOD1]], [[Kruger CTMP 45]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Pirate Bombmaker ====&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width: 100%;&amp;quot;&lt;br /&gt;
! style=&amp;quot;width: 10%&amp;quot; | Type &lt;br /&gt;
! Reward&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Accessories&#039;&#039;&#039;&lt;br /&gt;
| [[Bundle Grenade]], [[Incendiary Grenade]], [[Thermite Grenade]], [[Explosive Charge]], [[Smoke Grenade]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Pirate Reward Table ====&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width: 100%;&amp;quot;&lt;br /&gt;
! style=&amp;quot;width: 10%&amp;quot; | Type &lt;br /&gt;
! Reward&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Accessories&#039;&#039;&#039;&lt;br /&gt;
| [[Incendiary Grenade]], [[Thermite Grenade]], [[Scrap Bomb]]&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Armor&#039;&#039;&#039;&lt;br /&gt;
| [[Boarding Commando Jetsuit]]&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Vehicle Modular&#039;&#039;&#039;&lt;br /&gt;
| [[Mounted Chaingun]], [[Heavy Flamethrower]], [[Laser Lance]], [[Rocket Organ]]&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Infantry Special&#039;&#039;&#039;&lt;br /&gt;
| [[EMP Rifle]], [[Light Chaingun]], [[Workshopped RPG]]&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Infantry Weapon&#039;&#039;&#039;&lt;br /&gt;
| [[Corridor Sweeper]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Pirate Saboteur Stockpile Strategic Asset Table ====&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width: 100%;&amp;quot;&lt;br /&gt;
! style=&amp;quot;width: 10%&amp;quot; | Type &lt;br /&gt;
! Reward&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Accessories&#039;&#039;&#039;&lt;br /&gt;
| [[Incendiary Grenade]], [[Thermite Grenade]]&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Infantry Special&#039;&#039;&#039;&lt;br /&gt;
| [[EMP Rifle]], [[Light Chaingun]]&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Infantry Weapon&#039;&#039;&#039;&lt;br /&gt;
| [[Corridor Sweeper]], [[Pirate looted PDW]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Pirates Vehicle or Weapon Reward Table ====&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width: 100%;&amp;quot;&lt;br /&gt;
! style=&amp;quot;width: 10%&amp;quot; | Type &lt;br /&gt;
! Reward&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Vehicle&#039;&#039;&#039;&lt;br /&gt;
| [[Pirate Truck (Modular)]]&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Vehicle Modular&#039;&#039;&#039;&lt;br /&gt;
| [[Flamethrower (Vehicle)]], [[Rocket Organ]], [[Laser Lance]], [[Heavy Flamethrower]], [[Mounted Chaingun]]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Rogue Army Reward Table ====&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width: 100%;&amp;quot;&lt;br /&gt;
! style=&amp;quot;width: 10%&amp;quot; | Type &lt;br /&gt;
! Reward&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Vehicle Modular&#039;&#039;&#039;&lt;br /&gt;
| [[120mm Mortar]], [[ATGM Launcher]], [[Auto-Laser]], [[MK20A3 BC Autocannon]]&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Infantry Special&#039;&#039;&#039;&lt;br /&gt;
| [[IMX SA-RPG 2]], [[Tripod MK20A3]], [[Tripod CMG50]], [[Zayntech ASGM 2]]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== TCR Clause 9 ====&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width: 100%;&amp;quot;&lt;br /&gt;
! style=&amp;quot;width: 10%&amp;quot; | Type &lt;br /&gt;
! Reward&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Vehicle&#039;&#039;&#039;&lt;br /&gt;
| [[Light Troop Carrier]], [[Light Walker]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Category:Operations]]&lt;/div&gt;</summary>
		<author><name>76561198022738176</name></author>
	</entry>
</feed>