Operations
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, 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, 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, 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 | |
| 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, +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, 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 | |
| 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, 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 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 | Effect | Possible Missions | Description |
|---|---|---|---|
| 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 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 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 | |
| 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 | Stop Marauders | Gain +1 Trust with Local Faction & +2 Civilian Trading Good. | |
| 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. | Defend Outpost, Relieve Outpost | Gain Rogue Army Item or Vehicle. | |
| 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. | Defend Outpost, Relieve Outpost | Gain Rogue Army Item or Vehicle. |
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 |


