Operations: Difference between revisions
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| '''Accessories''' | | '''Accessories''' | ||
| [[Ammo Bag]], [[Disposable Rocket Flamethrower]], [[Anti Personnel Mine Launchers]], [[Additional Armor Plating]], [[Vehicle Ammo Cases]], [[ | | [[Ammo Bag]], [[Disposable Rocket Flamethrower]], [[Anti Personnel Mine Launchers]], [[Additional Armor Plating]], [[Vehicle Ammo Cases]], [[Anti Personnel Mine Launchers]], [[Exploding Reactive Armor]] | ||
Anti Personnel Mine Launchers]], [[Exploding Reactive Armor]] | |||
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| '''Armor''' | | '''Armor''' | ||
Revision as of 21:02, 6 June 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 provide additional rewards, buffs or reinforcements for the remainder of the operation. Enemy assets strengthen enemy forces for the remainder of the operation, unless the corresponding mission is successfully completed.
Strategic Assets
Alien Infestation
| Asset | Effect | Possible Missions | Description |
|---|---|---|---|
| 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 | |
| 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 | |
| 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 | |
| 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 | |
| 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 | |
| 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 | |
| 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 | |
| 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 | |
| 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 | |
| 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 | |
| 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 |
Pirates
| Asset | Effect | Possible Missions | Description |
|---|---|---|---|
| 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 | |
| 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 | |
| Gain additional $1% Supply Points for the rest of this operation. | Secure Perimeter | 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 | |
| Gain a random Local Forces item. | Break Off Raid | Pirates often stockpile recently looted goods into one place – and not just trinkets, either | |
| Gain 1 Medevac Offmap ability use. | Retain Spaceport | CASEVAC Facilities provide a centralized collection point for wounded soldiers | |
| 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 | |
| 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 | |
| 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 | |
| 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 | |
| Enemy supply points reduced by $1%. | Seize GTAM-Site | GTAM Sites specialize in interdiction and can deal devastating blows to supply lines | |
| 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 | |
| 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 | |
| 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 | |
| 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 | |
| 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 | |
| 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 | |
| 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 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 | |
| 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 | |
| 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 | |
| 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 | |
| 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 | |
| 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 | |
| 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 | |
| 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
| Asset | Effect | Possible Missions | Description |
|---|---|---|---|
| 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 | |
| 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 | |
| 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 | |
| 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 | |
| Gain 5 additional squaddies | POW Rescue | The elements rescued from captivity offered to join our effort in the wayback. We welcome them on board! | |
| 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 | |
| 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 | |
| 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 | |
| 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!)
| Asset | Effect | Possible Missions | Description |
|---|---|---|---|
| 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 | |
| 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 | |
| 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 | |
| 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 | |
| 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 | |
| Gain 5 Trust with the Local Faction. | Search missing Civilians | Upon completion, gain $1 Trust with the Local Faction | |
| 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 | |
| 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 | |
| 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 | |
| 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 | |
| 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.
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
DICE of Gods Reward Table
Zayn-Beecher Corp Reward Table
| Type | Reward |
|---|---|
| Accessories | EMP Grenade, Motion Scanner, Target Designator, Advanced Sensors, Ceramic Plating, Electromagnetic Armor, ZBs-22 Neurodin Injector |
| Armor | SAPP Recce |
| Vehicle Modular | E4A2 ELSA Plasma Rifle, Ground Radar, Swarm Airburst Launcher |
| Infantry Special | XGr-20 CDTE, IAR, M320 SSW, M80 EGPM, E4A2 ELSA, L31 MAAL, SR41 KASS |
| Infantry Weapon | R14A2 ARC "SOCC", R10A6 "SOF" K-PAC, BR3A3 Kr-BaR MOD3 Suppressed, BR6A1 HaMER, MP3A9 "SOF" PPP, XL1A14 |
The Backbone Reward Table
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 |
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 |
[REDACTED] Reward Table (Spoilers!)
| Type | Reward |
|---|---|
| Commodity | Construct Alloys, Construct Electronics, Construct Optics, Construct Power Core, Construct Processing Unit |


