Operations

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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

Pirates

Asset Effect Possible Missions Description
Securing Ordnance - Upon completion, 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.
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
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.
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.
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.
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.
Bridgeheads Upon completion, 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.
Bossman Den Upon completion, 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.

equipment

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.
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.
CASEVAC Facilities Gain 1 Medevac Offmap ability use. Retain Spaceport CASEVAC Facilities provide a centralized collection point for wounded soldiers.
High Leverage Upon completion, 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.
Tactical Acceleration Upon completion, 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.
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.
Local Militias Upon completion, 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 Clinic Upon completion, 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 Workshop Upon completion, 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.
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.
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.
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.
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 - Explosive Ordnance Disposal Upon completion, 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 Upon completion, 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.
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.

Rogue Army

Asset Effect Possible Missions Description
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!
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
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
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
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
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

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, IAR , 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 "CQB" K-PAC, R10A6 K-PAC with Launcher , R10A6 "SOF" K-PAC, R228A1 MRS, 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

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