Operations: Difference between revisions

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| '''Accessories'''
| '''Accessories'''
| [[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 "Combat Drugs"]], [[Disposable Rocket Flamethrower]], [[Wurfger Disposable AT-Launcher|"Wurfger" Disposable AT-Launcher]], [[EMP Grenade]], [["Falcon" Recon Skybot]], [[Fragmentation Grenade]], [[MK2 Fragmentation Grenade]], [[Grenade Pistol]], [[Night Vision Goggles]], [[P99A3]], [[Adaptive Camouflage Net]], [[Advanced Sensors]], [[Vehicle Ammo Case]], [[Anti Personnel Mine Launchers]], [[Vehicle Canister Shot]], [[Ceramic Plating]], [[Exploding Reactive Armor]], [[VMAT Missile]], [["Wardog" AT Skybot]], [[ZBs-22 Neurodin Injector]]
| [[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 "Combat Drugs"]], [[Disposable Rocket Flamethrower]], [[Wurfger Disposable AT-Launcher|"Wurfger" Disposable AT-Launcher]], [[EMP Grenade]], [["Falcon" Recon Skybot]], [[Fragmentation Grenade]], [[MK2 Fragmentation Grenade]], [[Grenade Pistol]], [[Night Vision Goggles]], [[P99A3]], [["Wardog" AT Skybot]], [[ZBs-22 Neurodin Injector]]
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| '''Vehicle Accessories'''
| [[Adaptive Camouflage Net]], [[Advanced Sensors]], [[Vehicle Ammo Case]], [[Anti Personnel Mine Launchers]], [[Vehicle Canister Shot]], [[Ceramic Plating]], [[Exploding Reactive Armor]], [[VMAT Missile]]
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| '''Armor'''
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| [[Armor Piercing Ammo]], [[Hollow Points]], [[Match Grade Ammo]], [[REND Ammo]], [[Benzofinil Tablets]], [[Camouflage Kit]], [[S12 Aphenedrin "Combat Drugs"]], [[Morphidrin Patch]], [[Neuropentin SR-Tablets]], [[Nitrophenyl Injector]], [[Protagon "Pirate Speed" - IR Tablets]], [[Travodin Stimulant]], [[Triloxin Injector]]
| [[Armor Piercing Ammo]], [[Hollow Points]], [[Match Grade Ammo]], [[REND Ammo]], [[Benzofinil Tablets]], [[Camouflage Kit]], [[S12 Aphenedrin "Combat Drugs"]], [[Morphidrin Patch]], [[Neuropentine SR-Tablets]], [[Nitrophenyl Injector]], [[Protagon "Pirate Speed" - IR Tablets]], [[Travodin Stimulant]], [[Triloxin Injector]]
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| '''Vehicle Accessories'''
| '''Vehicle Accessories'''
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| '''Accessories'''
| '''Accessories'''
| [[Binoculars]], [[EMP Grenade]], [["Falcon" Recon Skybot]], [[Motion Scanner]], [[Night vision Goggles]], [[Signal Jammer]], [[Target Designator]], [[ZBs-22 Neurodin Injector]]
| [[Binoculars]], [[EMP Grenade]], [["Falcon" Recon Skybot]], [[Motion Scanner]], [[Night Vision Goggles]], [[Signal Jammer]], [[Target Designator]], [[ZBs-22 Neurodin Injector]]
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==== Pirate Bombmaker Strategic Asset Table ====
==== Pirate Bombmaker ====
{| class="wikitable mw-collapsible mw-collapsed" style="width: 100%;"
{| class="wikitable mw-collapsible mw-collapsed" style="width: 100%;"
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| '''Infantry Weapon'''
| '''Infantry Weapon'''
| [[Corridor Sweeper]], [[Pirate looted PDW]]
| [[Corridor Sweeper]], [[Pirate looted PDW]]
|}
==== Pirates TCR Clause 9 Strategic Asset Table ====
{| class="wikitable mw-collapsible mw-collapsed" style="width: 100%;"
! style="width: 10%" | Type
! Reward
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| '''Vehicle'''
| [[Light Troop Carrier]], [[Light Walker]]
|}
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==== [REDACTED] Reward Table (Spoilers!) ====
==== TCR Clause 9 ====
{| class="wikitable mw-collapsible mw-collapsed" style="width: 100%;"
{| class="wikitable mw-collapsible mw-collapsed" style="width: 100%;"
! style="width: 10%" | Type  
! style="width: 10%" | Type  
! Reward
! Reward
|-
|-
| '''Commodity'''
| '''Vehicle'''
| Construct Alloys, Construct Electronics, Construct Optics, Construct Power Core, Construct Processing Unit
| [[Light Troop Carrier]], [[Light Walker]]
|}
|}


[[Category:Operations]]
[[Category:Operations]]

Latest revision as of 09:53, 23 August 2026

Operations are the large, overarching campaigns the player can fight on each planet in the Wayback System. They each consist of three to five Missions that must be completed as tactical battles. They 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 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.

Assets

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 Hunter squad. These typically are deployed under the players control during specific missions such as the last mission of an operation chain.

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.

Strategic Assets

Alien Wildlife

Alien Infestation

Asset Effect Possible Missions Description
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 "win or learn" did not penetrate the higher echelons of TCR thinktanks
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 'tribe' can help SAGE develop methods to better defeat them
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
Country Code Upon completion, gain a 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
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
Hunting Lodge Upon completion, gain 2 "Hunter" 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
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
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
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
Wayward Colonial Labor Upon completion, gain 5 Trust with the Local Faction Rescue Settlers A planet'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
Xeno Delicatessens Upon completion, gain 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

Xenos in Colony

Asset Effect Possible Missions Description
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 In the Wayback, each xeno colony is different from the next. However, securing samples from this particular 'tribe' can help SAGE develop methods to better defeat them.
Ceremonial Handover Gain a random Local Forces item. Minimize Civilian Casualties The local settlers express their utmost gratitude and solemnly hand over this special piece of equipment.
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's infrastructure.
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.
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
Equipment Reward Gain a random Local Forces item. Defend The Outskirts The local settlers express their gratitude and hand over this piece of equipment.
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.
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.
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.
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
Local Militias Gain 1 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.
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
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
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.
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.
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's infrastructure has left the hive mind in disarray. Also, an operation performed with such audacity warrants additional promotions.
Wayward Colonial Labor Upon completion, gain 5 Trust with the Local Faction Seek And Destroy A planet'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
Xeno Delicatessens Upon completion, gain 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
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.

Pirates

Counter Insurgency

Asset Effect Possible Missions Description
Bossman Den Gain random 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
Civilian Trading Post Gain +1 Trust with Local Faction & +2 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
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
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
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
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
Local Militias Gain 1 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
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
Patrol Base 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
Rogue Army Depots 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
Securing Ordnance Gain 1 random 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
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

Thwart Invasion

Asset Effect Possible Missions Description
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
Cache of Looted Goods Gain a random Local Forces item. Break Off Raid Pirates often stockpile recently looted goods into one place – and not just trinkets, either
CASEVAC Facilities Gain 1 Medevac Offmap ability use. Retain Spaceport CASEVAC Facilities provide a centralized collection point for wounded soldiers
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
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
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
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
Pirate Convoys Gain a random Pirate Vehicle or Vehicle Weapon Interdict Forces What is not destroyed by interdiction is often abandoned. Sometimes they'll even leave the keys in the ignition for you
Pirate Hopes and Dreams Pirate units will receive the "Frustrated" emotional state ($1% reduction in discipline). Hunt down Saboteurs Even pirates have plans – and plans can always be disrupted. No plans, no trinkets
Pirate Hostages Gain 1 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
Saboteur Stockpile Gain a random 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
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
TCR Clause 9 Gain a 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

Rogue Army

Turn the Tide

Asset Effect Possible Missions Description
Civilian Trading Post Gain +1 Trust with Local Faction & +2 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
Daring Raid Gain 20 additional promotion points

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
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
GLOCS Disrupted Enemy vehicles and walkers will start battles damaged

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
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!
Patrol Base 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
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
Rogue Army Depots 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
Troops Rescued Gain 2 allied local forces infantry units for the final mission POW Rescue The rescued POWs can now join the fight again and bolster friendly forces

[REDACTED] (Spoilers!)

Construct Activity

Asset Effect Possible Missions Description
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
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
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
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
Checkpoint Stockpiles Gain a 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
Civilians Saved Gain 5 Trust with the Local Faction. Search missing Civilians Upon completion, gain $1 Trust with the Local Faction
Civilian Trading Post Gain +1 Trust with Local Faction & +2 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
Construct Threat Profiling Gain $1 Intelligence. Recon Patrol 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
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
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
Lucky Finds Gain a random 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)

Enemy Assets

The following assets are active enemy assets. They grant their bonus to the enemy faction on the current operation. They will be disabled for the rest of the operation when the corresponding mission is completed.

Asset Effect
Anti-Tank Weapon Arsenal All Rogue Army infantry units now carry an RPG
Atmospheric Comms Jammer Increases the delay on offmap abilities by 1 round
AT-Weapon Arsenal All Rogue Army infantry units now carry an RPG
Combat Drug Laboratory Increases hitpoints of all pirate soldiers by 2
Combat Training Center All Rogue Army infantry units gain the "counter-strike" perk and will shoot back at their attacker if possible
Counter-Intelligence Center Reduces player intelligence level by 2
Forward Operating Bases Increases enemy army points by 10%
Hidden Supply Stashes Increases enemy army points by 10%
Improvised Metal Workshop Increases armor for all enemy pirate turrets and vehicles by 20%
Insurgents Hideout Reduces mission supplies by 10%
Interdiction Reduces player supplies by 10%
Orbital Imaging Relay Increases detection of all Pirate units by 3
Propaganda Center Increases Pirate discipline by 10
Raided Armory All Rogue Army Infantry units now carry Battle Rifles instead of Carbines
Road Blocks Reduces the players deployment zone by 50%
Satellite Targeting Relay Station Increases accuracy for all pirates by 5%
Terror Camp Reduces discipline of all player units by 15%

Rewards

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 enemy faction and the organisation (e.g. Zayn-Beecher_Corp, The Backbone) involved.

Generic Reward Table

Type Reward
Accessories 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 "Combat Drugs", Disposable Rocket Flamethrower, "Wurfger" Disposable AT-Launcher, EMP Grenade, "Falcon" Recon Skybot, Fragmentation Grenade, MK2 Fragmentation Grenade, Grenade Pistol, Night Vision Goggles, P99A3, "Wardog" AT Skybot, ZBs-22 Neurodin Injector
Vehicle Accessories Adaptive Camouflage Net, Advanced Sensors, Vehicle Ammo Case, Anti Personnel Mine Launchers, Vehicle Canister Shot, Ceramic Plating, Exploding Reactive Armor, VMAT Missile
Armor Soft Armor, Small Arms Protective Plating, Improved Small Arms Protective Plating, Enhanced Small Arms Protective Plating, Extreme Small Arms Protective Plating, Load Bearing Rig
Vehicle Modular 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
Infantry Special XGr-20 CDTE, Anti-Materiel Rifle "Crocodile", Flamethrower, K-SAS Designated Marksman Rifle, IAR , M10E ESAW, M320 SSW, 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
Infantry Weapon R14A2 ARC "Range", R14A2 ARC "CSP", R14A2 ARC "SOCC" , R10A6 K-PAC, R10A6 "CQB" K-PAC, R10A6 K-PAC with Launcher , R10A6 "SOF" K-PAC, R228A1 MRS, BR3A3 Kr-BaR "Crowbar", BR3A3 Kr-BaR MOD2 Carbine, BR3A3 Kr-BaRMOD1, BR6A1 HaMER, Stoneclad CS185, MK22MOD1, MP3A9 PPP, MP3A9 PPP "Hi-Cap", Griffin MK1MOD1

DICE of Gods Reward Table

Type Reward
Accessories Armor Piercing Ammo, Hollow Points, Match Grade Ammo, REND Ammo, Benzofinil Tablets, Camouflage Kit, S12 Aphenedrin "Combat Drugs", Morphidrin Patch, Neuropentine SR-Tablets, Nitrophenyl Injector, Protagon "Pirate Speed" - IR Tablets, Travodin Stimulant, Triloxin Injector
Vehicle Accessories Adaptive Camouflage Net, Booster Injection System, Walker Jet Pack
Armor Marine Infantry Body Armor, Low Profile Protective Suit, TCR Marine Tactical Armored Platesuit
Vehicle Infantry Fighting Vehicle, Medium Walker
Infantry Weapon R14A2 ARC "CSP", R10A6 "CQB" K-PAC, R228A1 MRS, BR3A3 Kr-BaR MOD2 Carbine, MP3A9 PPP "Hi-Cap"

Zayn-Beecher Corp Reward Table

Type Reward
Accessories Binoculars, EMP Grenade, "Falcon" Recon Skybot, Motion Scanner, Night Vision Goggles, Signal Jammer, Target Designator, ZBs-22 Neurodin Injector
Vehicle Accessories Advanced Sensors, Ceramic Plating, Electromagnetic Armor
Armor SAPP Recce, Small Arms Protective Plating
Vehicle Modular E4A2 ELSA Plasma Rifle, Auto-Laser, Ground Radar, Swarm Airburst Launcher
Infantry Special XGr-20 CDTE, HM MK7MOD1 - SDMR, IAR, M320 SSW, M80 EGPM, E4A2 ELSA, L31 MAAL, SR41 KASS
Infantry Weapon R14A2 ARC "SOCC", R10A6 "SOF" K-PAC, BR3A3 Kr-BaRMOD1 BR3A3 Kr-BaR MOD3 Suppressed, BR6A1 HaMER, MP3A9 "SOF" PPP, XL1A14

The Backbone Reward Table

Type Reward
Accessories Ammo Bag, Disposable Rocket Flamethrower,
Vehicle Accessories Additional Armor Plating, Vehicle Ammo Case, Anti Personnel Mine Launchers, Exploding Reactive Armor
Armor SAPP High Intensity Setup, SAPP Operator, Enhanced Small Arms Protective Plating, Extreme Small Arms Protective Plating
Vehicle Modular Long Barreled Tank Gun, 120mm Mortar, Twin M6 Heavy Machinegun, Twin Griffin Dynamics Rotary Barrel Machinegun, ATGM Launcher, Griffin Dynamics Rotary Barrel Machinegun
Infantry Special Anti-Materiel Rifle "Crocodile", U60A1 HWCM, AT-RGL, MK9MOD2 K-GMW, Tripod Laser Lance, Tripod Griffin Minigun
Infantry Weapon R14A2 ARC "Range", R10A6 K-PAC with Launcher, R10A6 "RANGE" K-PAC, MK22MOD1, Kruger CTMP 45

Pirate Bombmaker

Type Reward
Accessories Bundle Grenade, Incendiary Grenade, Thermite Grenade, Explosive Charge, Smoke Grenade

Pirate Reward Table

Type Reward
Accessories Incendiary Grenade, Thermite Grenade, Scrap Bomb
Armor Boarding Commando Jetsuit
Vehicle Modular Mounted Chaingun, Heavy Flamethrower, Laser Lance, Rocket Organ
Infantry Special EMP Rifle, Light Chaingun, Workshopped RPG
Infantry Weapon Corridor Sweeper

Pirate Saboteur Stockpile Strategic Asset Table

Type Reward
Accessories Incendiary Grenade, Thermite Grenade
Infantry Special EMP Rifle, Light Chaingun
Infantry Weapon Corridor Sweeper, Pirate looted PDW

Pirates Vehicle or Weapon Reward Table

Type Reward
Vehicle Pirate Truck (Modular)
Vehicle Modular Flamethrower (Vehicle), Rocket Organ, Laser Lance, Heavy Flamethrower, Mounted Chaingun

Rogue Army Reward Table

Type Reward
Vehicle Modular 120mm Mortar, ATGM Launcher, Auto-Laser, MK20A3 BC Autocannon
Infantry Special IMX SA-RPG 2, Tripod MK20A3, Tripod CMG50, Zayntech ASGM 2

TCR Clause 9

Type Reward
Vehicle Light Troop Carrier, Light Walker