Operations

Some evenings I want a quiet net check. Other evenings we count rockets, pack spare medicine and agree who is carrying the loot. The island has room for both.

Choose the undertaking

Operation What you are taking on
Convoys Stop an escorted road column and recover its shared cargo.
Raid Estates Breach a public hostile property, destroy its cupboard and escape the demolition.
Air support Spend an AC-130 Beacon or steer a five-jet designator strike.
Cloned SOS Beacons Call an endgame combined-arms battle with shared wrecks and personal finale rewards.

The linked guides cover controls, admission, ownership, loot and the ending. Read the relevant one before buying equipment or committing supplies.

Trouble already underway

Hackable crates can bring defensive waves as the hack progresses. Establish cover and a collection plan before starting. Patrol helicopter formations can have company and armed aftermath; an aircraft leaving does not necessarily leave an empty site.

Red Moon nights bring a progressive wolf hunt. Localized fog reduces visibility and can improve mining and fishing; the atmospheric mist in swamps has separate rules. Use Weather and Wildlife for their signs and practical responses.

Wanderers arrive around suitable places, noise and activity. Spoiled provisions can attract Aberrations. A quiet home and an active public operation draw different levels of attention. Learn the visitors before treating every distant figure alike.

Monument ambushers watch corners, platforms and approaches among the ordinary crews. Some pursue and return; others hold their firing position. Changing shifts can also bring a larger crew. Read the inhabitants, and check the upper levels before beginning a hack or sorting the first body's belongings.

Dusk hordes can turn an evening errand into a larger fight. Talking snowmen in the Arctic can also answer a weapon hit with company rather than presents. Keep a way out before investigating the island's curiosities.

Work as a group

Agree on an approach, where to treat casualties and who collects the supplies. Keep a little ammunition and medicine for the end, and leave someone able to notice the changing sky while the others inspect loot. A useful support role earns its keep before the shooting starts.

Encounter families

Encounter families
Family Context

Biomes

Regional populations shaped by broad terrain and travel pressure.

World events

Security and recovery forces associated with major public events.

Monuments and settlements

Defenders, workers, scavengers, and residents around recognizable infrastructure.

Roads

Roadside encounter families distributed across the island's road classes.

Train tunnels

Underground route-control and station encounter families.

Underwater facilities

Submerged facility encounter families where air and extraction matter.

Where trouble gathers

I check the inhabitants listed beside a place before choosing the route in.

Biomes

Biomes
Place Inhabitants

Arctic

Open snow, glare, sparse cover, and isolated shelter make every armed claim visible long before it becomes reachable.

Arctic Contractor, Snowblind Soul

Arid

Long sightlines, scarce shade, and water routes draw couriers, wreckers, and survivors guarding the ways inland.

Dust Route Courier, Reef Wrecker

Jungle

Dense cover, wet paths, creeks, and ruined service cuts shorten warning distance and reward careful listening.

Channel Poacher, Leaf Cutter

Temperate

Farms, orchards, culverts, and roadside holdings form a patchwork of small claims rather than empty countryside.

Brushline Trapper, Warden Dropout

Tundra

Thaw sheds, seed stores, berry ground, and cold-weather agriculture attract people determined to keep the last food systems working.

Ice Breaker, Tundra Farmer

Monuments and settlements

Military sites. Checkpoints, roof positions and exposed approaches favor the guards. I choose the next cover before leaving this one.

Ports. I watch the gangway and the warehouse mouth together. Dock crews and security share the short approaches beside the water.

Industrial sites. Check the machinery's blind sides and any raised walks. Workers and guards can watch an approach from more than one level.

Monuments and settlements: Industrial sites
Place Inhabitants

Giant Excavator Pit

Laborer, Meat Caddy, Quarry Boss

HQM Quarry

Stone Quarry

Sulfur Quarry

Quarry Hand

Power Plant

Black Cube Enforcer, Yard Hand

Train Yard

Freight Guard, Yard Hand

Offshore sites. I plan the way back before landing. Decks, ladders and open water leave little room to improvise a retreat.

Monuments and settlements: Offshore sites
Place Inhabitants

Deep Sea Island Tropical 1

Deep Sea Island Tropical 2

Deep Sea Island Tropical 3

Deep Sea Island Tropical 4

Reef Investigator

Large Oil Rig

Red Shift Deck Hand, Red Shift Grizzle

Oil Rig

Blue Shift Grizzle, Blue Shift Rig Hand

Other monuments. I use the inhabitants listed here to identify a place's defenders. Their entries describe the weapons and ground they favor.

Roads

Roads
Place Inhabitants

Back roads

Narrow roads hide trouble close to bends, wrecks, culverts, and improvised stops.

Road Warden

Broad roads

Wide road corridors favor vehicles and long sightlines, but their shoulders still provide sudden cover.

Road Warden

Main roads

Main roads carry patrols, stranded workers, travelers, and anyone trying to make a living from passing traffic.

Road Warden

Train tunnels

Train tunnels
Place Inhabitants

Running tunnels

Dark running tunnels turn sound, corners, and the next pool of light into the only useful map.

Tunnel Rat

Stations

Stations collect defenders and workers around platforms and access points.

Line Machinist, Tunnel Rat

Underwater laboratories

Underwater laboratories
Place Inhabitants

Interior modules

Interior modules compress fights into flooded approaches, ladders, corridors, and rooms with no easy retreat.

Flood Supervisor, Pipe Hitter

Moonpools

Moonpools are both entrances and ambush points; protect the route back to open water.

Flood Supervisor, Pipe Hitter

World events

World events
Place Inhabitants

AirDrop

A descending relief pallet becomes an immediate cargo claim, with recovery forces and opportunists converging on the landing ground.

Black Cube Surveyor, Cargo Guard, Plunderer

Bradley

Armored movement draws escorts and claimants around exposed lanes where hard cover matters more than speed.

Asset Agent, Hired Marksman

CargoShip

Working decks, ladders, and narrow passages remain occupied while the ship follows its route.

Check Sentry, Logistics Manager, Manifest Sentry

CH47

Heavy cargo operations bring armed recovery personnel to the crate and its approaches.

Black Cube Surveyor, Cargo Guard, Plunderer

Helicopter

A downed or contested aircraft creates a temporary perimeter of salvage, smoke, and people who believe it belongs to them.

Asset Agent, Hired Marksman

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