|
|
| Line 105: |
Line 105: |
| |- | | |- |
| | '''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]], [[EMP Grenade]], [["Falcon" Recon Skybot]], [[Fragmentation Grenade]], [[MK 2 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]], [[Electromagnetic Armor]], [[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]], [[EMP Grenade]], [["Falcon" Recon Skybot]], [[Fragmentation Grenade]], [[MK 2 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]], [[Electromagnetic Armor]], [[Exploding Reactive Armor]], [[VMAT Missile]], [["Wardog" AT Skybot]], [[ZBs-22 Neurodin Injector]] |
| |- | | |- |
| | '''Armor''' | | | '''Armor''' |
| Line 135: |
Line 135: |
| | '''Infantry Weapon''' | | | '''Infantry Weapon''' |
| | [[R14A2 ARC "CSP"]], [[R10A6 "CQB" K-PAC]], [[R228A1 MRS]], [[BR3A3 Kr-BaR MOD2 Carbine]], [[MP3A9 PPP "Hi-Cap"]] | | | [[R14A2 ARC "CSP"]], [[R10A6 "CQB" K-PAC]], [[R228A1 MRS]], [[BR3A3 Kr-BaR MOD2 Carbine]], [[MP3A9 PPP "Hi-Cap"]] |
| | |} |
| | |
| | ==== Zayn-Beecher Corp Reward Table ==== |
| | {| class="wikitable mw-collapsible mw-collapsed" style="width: 100%;" |
| | ! 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 ==== |
| | {| class="wikitable mw-collapsible mw-collapsed" style="width: 100%;" |
| | ! Type !! Reward |
| | |- |
| | | '''Accessories''' |
| | | [[Disposable Rocket Flamethrower]], [[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]] |
| | |} |
| | |
| | ==== Pirate Reward Table ==== |
| | {| class="wikitable mw-collapsible mw-collapsed" style="width: 100%;" |
| | ! 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 ==== |
| | {| class="wikitable mw-collapsible mw-collapsed" style="width: 100%;" |
| | ! Type !! Reward |
| | |- |
| | | '''Vehicle''' |
| | | [[Light Truck Chassis]] |
| | |- |
| | | '''Vehicle Modular''' |
| | | [[Flamethrower (Vehicle)]], [[Rocket Organ]], [[Laser Lance]], [[Heavy Flamethrower]], [[Mounted Chaingun]] |
| | |- |
| | |} |
| | |
| | ==== Rogue Army Reward Table ==== |
| | {| class="wikitable mw-collapsible mw-collapsed" style="width: 100%;" |
| | ! 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]] |
| | |- |
| | |} |
| | |
| | ==== {{Spoiler|blur=y|MENACE}} Reward Table (Spoilers!) ==== |
| | {| class="wikitable mw-collapsible mw-collapsed" style="width: 100%;" |
| | ! Type !! Reward |
| | |- |
| | | '''Commodity''' |
| | | Construct Alloys, Construct Electronics, Construct Optics, Construct Power Core, Construct Processing Unit |
| | |} |
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
|
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
|
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
|
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
|
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
|
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
|
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
|
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
|
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
|
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
|
Rogue Army
| Asset
|
Description
|
Effect
|
Daring Raid |
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 |
Gain 20 additional promotion points
Enemy forces have their discipline reduced by 10%
|
Enemy Delayed |
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 |
The enemy will have its supply points reduced by 15% for the rest of the operation
|
GLOCS Disrupted |
With the enemy Ground Lines Of Communication disrupted they will be suffering from damaged hardware and will have a hard time keeping organization up |
Enemy vehicles and walkers will start battles damaged
Enemy Discipline is reduced by 10%
|
New Recruits |
The elements rescued from captivity offered to join our effort in the wayback. We welcome them on board! |
Gain 5 additional squaddies
|
Pilots Recovered |
With the pilots returned to duty more airpower to strafe enemy forces came available |
Gain 1 minigun strafing run offmap use in each mission of this operation
|
Troops Rescued |
The rescued POWs can now join the fight again and bolster friendly forces |
Gain 2 allied local forces infantry units for the final mission
|
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
|
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
|
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
|
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, MK 2 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, Electromagnetic Armor, Exploding Reactive Armor, VMAT Missile, "Wardog" AT Skybot, ZBs-22 Neurodin Injector
|
| 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, Grenade Launcher Tier 3, IAR , M320 SSW, T3 Light Machinegun, U60A1 HWCM, CMG50, M80 EGPM, T3 Medium Machinegun, 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 "CQB" K-PAC, R10A6 K-PAC with Launcher , R10A6 "SOF" K-PAC, R228A1 MRS, ARX3, BR3A3 Kr-BaR "Crowbar" , BR3A3 Kr-BaRMOD1, BR6A1 HaMER, Stoneclad CS185, MK22MOD1, MP3A9 PPP, MP3A9 PPP "Hi-Cap", Griffin MK1MOD1, MP11A2 - HIG Oktagon
|
DICE of Gods Reward Table
| Type |
Reward
|
| Accessories
|
Armor Piercing Ammo, Hollow Points, Match Grade Ammo, REND Ammo, S12 Aphenedrin "Combat Drugs", Neuropentin SR-Tablets, Nitrophenyl Injector, Protagon "Pirate Speed" - IR Tablets, Travodin Stimulant, Triloxin Injector, 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
|
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
| Type |
Reward
|
| Accessories
|
Disposable Rocket Flamethrower, 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
|
Pirate Reward Table
Pirates Vehicle or Weapon Reward Table
Rogue Army Reward Table
MENACE Reward Table (Spoilers!)
| Type |
Reward
|
| Commodity
|
Construct Alloys, Construct Electronics, Construct Optics, Construct Power Core, Construct Processing Unit
|