Field manual
A cooperative, preparation-driven expedition campaign. Choose a role and build, join the crew, counter advertised threats and extract with persistent progress. Operations resolve autonomously; repeated chat commands do not attack faster or alter an already calculated result.
Rules
Every operator receives functional issued gear and a Pathfinder Shuttle. The six weapons and nine role selections are free. Owned equipment and ships remain after an operation, including defeat. The wallet is protected; risk applies to unbanked expedition earnings and supplies actually used. There is no fuel bill, hangar rent, passive fleet income, trading, permanent ship destruction, paid currency or real-money gameplay advantage in this implementation.
One combat, defense and utility module may be equipped, plus one optional tactical preparation and one emergency charge. Medkits are conditional passive stock. A hull has exactly two fitting bays, including after refits. Identical fittings cannot occupy both bays. Equipping and changing owned equipment between unlocked operations is free. A saved preset never buys anything.
The roster, votes and preparation lock at Final Call. Only deployed operators' mission votes select the contract. Ties use the first matching contract, and Contract A is the default when nobody votes. The next launch time is shown in your local timezone; launches require an eligible live session. The owner pauses or resumes that session. No offline catch-up or empty-roster territory penalty occurs.
Getting started
Select a role and weapon in Operator. Open the Command briefing: primary goal, threat, targeted material, difficulty and rarity are separate. Join with Deploy or !deploy. A prepared viewer remains useful without typing during resolution. Read your personal outcome after extraction and pin a module, blueprint or ship as your next goal.
The first few operations are your introduction; the Command, Operator, Fabrication and Hangar screens contain the next actions. No mandatory tutorial or purchase prevents participation. Prices below are the current source configuration, not promised acquisition dates.
Equipment and supplies
Prices are base Cord prices. Dominant Helios control gives a five-percent item-purchase discount; the confirmed quote shows the actual price. Hulls, cosmetics, assembly fees and refits do not receive that item discount. Permanent items cannot be sold. Supply salvage values are shown separately.
Supplies
| Item / command ID | Base purchase or assembly fee | Behavior |
|---|---|---|
Medkit (medkit) |
25 Cord | One treatment for an existing injury before deployment. Retained when not needed. |
Combat Stim (stim) |
25 Cord | One tactical charge: +6 critical and −3 injury percentage points for the operation. Consumed only when it changes a processed roll. |
Specialist Recovery Probe (probe) |
25 Cord | With an equipped Drone or Flux Scanner, one salvage attempt gains +15 percentage points. Consumed on the attempt, including failure. |
Shield Charge (shield) |
100 Cord | One lethal save. Causes an overload wound and preserves 40% of that stage’s base reward. Never stacks multiple charges. |
Emergency Beacon (beacon) |
150 Cord | One clean lethal save preserving 75% of that stage’s base reward. Does not erase an older wound. |
Siege Charge (siegecharge) |
Craft: 90 Cord + materials | One breach or boss armor attack: +25 percentage points to a breach attempt, or +12 armor-phase damage. No use without an eligible target. |
Trauma Beacon (traumabeacon) |
Craft: 160 Cord + materials | One clean lethal save preserving 85% of that stage’s base reward. Does not erase an older wound. |
Permanent operator hardware
| Item / command ID | Base purchase or assembly fee | Behavior |
|---|---|---|
Armor Plating (armor) |
400 Cord | Permanent: −7 injury percentage points, +1 point of mitigation per upgrade. No effect below the 3% injury floor. |
Targeting Computer (targeting) |
500 Cord | Permanent: +7 critical percentage points; +12 points when resolving a shield node. Upgrades add +1 critical point. |
Recon Drone (drone) |
600 Cord | Permanent salvage platform: +15 salvage-attempt points; one extra advertised material after a successful personal salvage action and extraction. No automatic cash cache. |
Weapon Overdrive Module (overdrive) |
650 Cord | Permanent burst module: +9 critical points; +4 damage per boss phase. Upgrades add +1 critical point and +1 burst damage. |
Auto Repair System (repair) |
650 Cord | Permanent: −3 injury points; +15 points to restore an objective system. Upgrades add +1 injury reduction and +2 repair points. |
Deep Space Scanner (scanner) |
700 Cord | Permanent: +15 signal/weak-point attempt points; a successful recon action adds one research point within the four-point operation cap. |
Anomaly Analyzer (analyzer) |
800 Cord | Permanent anomaly specialist: +20 points to an advertised anomaly or classified signal attempt. No wallet or XP doubling. |
Reinforced Plating (reinforced) |
Craft: 900 Cord + materials | Permanent advanced armor: −1 lethal and −10 injury points, with reduced boss retaliation injury. Upgrades add +1 injury reduction. |
Flux Scanner Array (fluxscanner) |
Craft: 1,100 Cord + materials | Permanent advanced platform: +12 signal and salvage points. A successful personal salvage action banks two extra target materials on extraction; successful recon can add capped research. |
Permanent ship fittings
| Item / command ID | Base purchase or assembly fee | Behavior |
|---|---|---|
Maneuvering Thrusters (thrusters) |
600 Cord | Permanent ship fitting: +12 route/evasion attempt points; a successful approach or extraction action reduces that phase’s personal lethal chance by 2 points. |
Shield Array (shieldarray) |
600 Cord | Permanent ship fitting: −2 personal lethal points during approach/extraction; −3 boss retaliation injury points, improved by one point per upgrade. |
Sensor Suite (sensors) |
700 Cord | Permanent ship fitting: +12 signal and shield-counter points. Only the best overlapping ship-fitting bonus applies to a given skill. |
Salvage Cradle (salvagecradle) |
700 Cord | Permanent ship fitting: +12 salvage-attempt points. It does not add a second material bonus beyond the active utility platform. |
Medical Bay (medicalbay) |
700 Cord | Permanent ship fitting: enables one teammate rescue attempt at 35% (+2 points per upgrade), or adds +4 points to an existing Medic/rescue-hull attempt. Total chance caps at 65%; team rescue counts are capped. |
Supply Rack (supplyrack) |
700 Cord | Permanent ship fitting: +12 supply-objective points; a successful supply action restores one spent team counter opportunity, within the team cap. |
Flux Power Core (quantum) |
800 Cord | Permanent ship fitting: +15 system/interference attempt points. No general currency multiplier. |
Prototype Rift Drive (prototype) |
Craft: 1,200 Cord + materials | Permanent advanced fitting: +18 route/anomaly attempt points; successful route action reduces personal approach/extraction lethal chance by 3 points. |
A tactical charge is limited to one activation per operation. Failed attempts still use an attempted Probe/Siege Charge; carrying one without a suitable attempt does not. Emergency priority is the armed charge, then the permanent Phoenix relic check, then a live eligible teammate. Teammate rescue attempts and total successful team rescues are capped. Clean beacons do not create a new injury; they do not erase an earlier unrelated wound.
Permanent stats are limited by processed-roll floors/caps: lethal 2–30%, injury 3–35%, critical 5–60%. These are stage-roll probabilities, not whole-expedition survival. The readiness preview is before unknown autonomous team actions or new injuries. Role, module, fitting and hull skill contributions use bounded combination rules: only the best overlapping module and the best overlapping fitting skill bonus apply. An upgrade cannot bypass the caps.
Hangar and refits
| Hull | Base cost | Specialty and limitation |
|---|---|---|
Pathfinder Shuttle (pathfinder) |
Free | Flex specialty. Small flexible assist; no specialist material or rescue bonus. |
Kestrel Scout (kestrel) |
6,000 Cord | Route specialty. Limited direct armor pressure; reconnaissance is its specialty. |
Bastion Assault Cutter (bastion) |
6,000 Cord | Breach specialty. No salvage or research output bonus. |
Mule Salvage Tug (mule) |
6,000 Cord | Salvage specialty. No combat mitigation from the hull itself. |
Lifeline Rescue Craft (lifeline) |
6,000 Cord | Rescue specialty. No offensive hull bonus; teammate rescues share a crew-wide cap. |
Atlas Support Hauler (atlas) |
6,000 Cord | Supply specialty. No evasion hull bonus; support requires a real objective/resource need. |
Select one owned hull; parked ships grant nothing. Refits require actual mastery uses: 5 for Mk II, then 15 for Mk III. Module/fitting upgrade fees are 500 then 1,000 Cord. Hull refits are 1,500 then 2,500. A 6,000-Cord specialist hull therefore totals 10,000 Cord through Mk III before fittings, not the earlier superseded 7,000 example. Bays remain fixed at two. The free Pathfinder can also earn mastery through its actual flexible assists.
Try a hull with Practice in the Hangar. It is an isolated scenario and does not award career assets; its result is not a guarantee of your next live expedition. Cosmetic liveries, a dossier frame and the hangar theme can be purchased and applied independently of gameplay power.
Research and fabrication
Blueprint ownership is permanent and never consumed. Its research unlock is not a Cord purchase. Every missing blueprint has a directed route; random blueprint drops are shortcuts, not the only method. A personal extraction awards two research points, with bounded matching/boss/classified bonuses up to four. Overflow stays banked. After all five technologies are unlocked, new research is recorded as mastery; 50 mastery points unlock the selectable Research Laureate title.
A recipe requires the exact named blueprint, every material and the assembly fee. Crafting succeeds once those validated requirements are committed; there is no random craft-failure fee. Quantities for consumables are recipe batches. A duplicate permanent craft is rejected before charging.
| Blueprint | Research target | Assembly fee | Materials | Output per batch |
|---|---|---|---|---|
| Siege Charge Blueprint | 18 | 90 Cord | 2 scrap, 3 weapon | 3 charges |
| Trauma Beacon Blueprint | 20 | 160 Cord | 2 scrap, 2 alien, 1 flux | 2 charges |
| Reinforced Plating Blueprint | 12 | 900 Cord | 8 scrap, 3 weapon | 1 permanent item |
| Flux Scanner Array Blueprint | 16 | 1,100 Cord | 4 scrap, 2 alien, 1 flux | 1 permanent item |
| Prototype Rift Drive Blueprint | 24 | 1,200 Cord | 4 scrap, 2 alien, 2 flux | 1 permanent item |
The material IDs are Scrap (scrap), Alien Tech (alien), Flux Components (flux) and Weapon Parts (weapon). Advertised target materials are banked on primary success plus personal extraction. A successful salvage specialization can add bounded extra materials. No currency value is invented for a component to claim guaranteed investment profit.
Relics and career
All six relics remain account-bound, unpurchasable and untradeable. The first drop binds rank one, duplicates advance one rank through five, and further max-rank duplicates convert to 125–225 Cord recorded separately from mission earnings. There is no relic XP bar or paid relic upgrade. The Career section shows collected/uncollected state, current and next rank, all five ranks and career XP/rank thresholds.
| Relic | Per-rank behavior |
|---|---|
| Void Core | Per rank: −1 lethal point and +4% base stage reward. |
| Aegis Shard | Per rank: −1 lethal point and −2 injury points. |
| Vor’Kesh Warbrand | Per rank: +3 critical points and +4 flat stage Cord. |
| Fortune Matrix | Per rank: +1 rare-cache roll point and +2% ordinary resolved-stage payout. |
| Flux Heart | Per rank: +5% base stage reward; multiplies with Void Core. |
| Phoenix Protocol | Per rank: 4% self-revive chance per eligible lethal check after emergency charges; feedback wound. |
Void Core and Flux Heart multiply: rank five of both means 1.20 × 1.25 = 1.50 on the eligible base stage term. Fortune boosts ordinary stage payout and the field-cache roll only when that stage did not require a lethal save; it does not increase blueprint or relic drop chance. A Phoenix save uses 45% of the eligible base stage term and causes a feedback wound. Phoenix is an eligible lethal-check rescue probability, not a whole-operation survival rate. Ordinary career XP and MVP scoring are based on performed actions/objectives/extraction, not wallet multipliers.
Each real expedition awards 5 XP, plus 5 per completed risk stage, 2 per successful action (capped at 12), 10 for your primary-objective contribution, 15 for extraction, and 3 per boss phase participated in. XP earned before a death is retained. Relics do not multiply XP. Career shows the confirmed cumulative XP, progress to the next rank and all rank thresholds; report rows show the actual XP earned. Practice and weekly challenges do not add career XP.
In the Armory, choose 1–100 charges on an individual supply card or 1–100 bundles on a restock card. Quick choices are 1, 5, 10 and 25. Set all supply quantities applies one quantity to all supply and bundle cards. Contents, price and confirmation show the full purchase. Permanent equipment, ships and cosmetics remain quantity one. In chat, use !buy medkit 5 or !buykit field 3. Craft-only supplies use recipe batches in Fabrication.
Campaign, bosses and Warfront
Primary objective, secondary objective, boss victory and extraction are distinct outcomes. The primary requires actual checkpoint attempts; survival alone is not delivery success. A boss resolves its shield, armor and core phases before extraction. Counter nodes, damage and retaliation have recorded consequences. Solo crews have a fallback attempt rather than an absolute required role.
Normal encounter rounds use a 25% base boss chance, with a guaranteed boss after four eligible misses. The guarantee makes the long-run encounter rate higher than 25%. Recovery/empty/offline opportunities do not waste that counter. Preparation is locked after the advertised board; purchases do not secretly change an underway result.
| Chapter | Intelligence steps | Named target | Task |
|---|---|---|---|
| Contact | 8 | VEK RAAN | Intercept the Red Talon command manifest. Every completed operation contributes one intelligence step; a completed primary contributes one more. |
| Countermeasures | 12 | SKORR VALE | Recover the cipher hardware and disrupt the armored blockade. Completed operations and primary objectives advance the work. |
| The Hunt | 16 | KRA’THUL | Track the pursuit fleet through the frontier. Intelligence introduces the named target even when the crew has never lost a fight. |
| Command Victory | 8 | RIFT CROWN | Break the command array, defeat the flagship and extract at least one operator. Failed attempts remain available; no progress is reset. |
A completed operation contributes one chapter step; a successful primary adds another. The named-target route does not require losing a boss. A legitimately destroyed target stays destroyed; an incomplete command-key objective can be recovered without resurrecting it. The final victory requires the target down, primary success and at least one extraction. It records the ending once, then leaves repeatable contracts, collection and challenges available.
Original story campaign rules (before a persistent warfront is activated): The Warfront records clamped before/after changes. Counterattacks advertise a two-completed-operation defense window, with a bounded setback if not countered. Participating operators may vote to spend 20 shared Intel on scouting (three chapter steps) or fortification (two sector-control points). There is one equal-weighted vote per participant, not extra votes for wealth. The terminal stops offering campaign scouting after victory. The unlocked Veiled sector does not relock when Intel is spent.
Weekly objectives and standardized challenge
Three weekly objectives are accepted when you participate or use Accept contracts: three extractions, two extracted primary successes and eight bounded contribution credits. Earlier accepted weeks carry forward. Missing a whole week does not secretly create an unlimited retroactive reward claim.
The standardized challenge has three counted attempts per UTC week. It issues the same gear/hull, removes relic and supply advantages and allows role/weapon choice. Best score is primary 100 + extraction 50 + actions ×5 + criticals ×2. It pays no mission money/materials or normal career XP. Its clear grants an earned title. Fixed weekly/attempt scenarios are deliberate and separate from private production-operation seeds.
Reports and transaction safety
Your personal report shows exactly credited mission Cord, unbanked losses, separate relic conversion, XP, resources, research and actual contributions. A supply bought yesterday and used today is inventory consumption, not another wallet debit. Crew totals are not your individual reward. Chronicle text is generated from the mechanical record; no narrative generator can reroll your rewards.
A queued request is not a completed purchase. Retain the original request while it is processing or uncertain. An unclaimed expiry means nothing applied; a review state needs owner reconciliation. Changing tabs, reloading or checking the receipt never intentionally purchases again. Do not submit a replacement for an unknown outcome.
Achievements and rewards
Every achievement below grants a selectable in-game dossier title, not an arbitrary Twitch channel badge or an unimplemented armor skin. Legacy titles retain their meaning; Guardian is rescue-recipient history, while Lifeline requires performing teammate rescues. New action-based history starts from recorded events. Purchases, role-switching and replayed animations do not farm mastery.
| Achievement | Target | Requirement |
|---|---|---|
First Deployment (first_deploy) |
1 | Complete one expedition; the existing counter includes deaths. |
Veteran (veteran) |
25 | Complete 25 expeditions. |
Centurion (centurion) |
100 | Complete 100 expeditions. |
Hot Streak (hot_streak) |
10 | Accumulate 10 recorded criticals; this is not a consecutive-run streak. |
Guardian (guardian) |
10 | Legacy: survive 10 expeditions in which you received a rescue. This does not mean rescuing another player. |
Boss Breaker (boss_breaker) |
1 | Receive one existing boss-defeat credit. |
Threat Hunter (xeno_hunter) |
10 | Receive 10 existing boss-defeat credits. Preserve the legacy storage ID. |
Det Cord Baron (detcord_baron) |
10000 | Accumulate 10,000 in existing lifetime expedition earnings. |
MVP Ace (mvp_ace) |
10 | Receive 10 MVP credits. Historical MVP awards remain valid. |
Hard to Kill (survivor_50) |
50 | Survive 50 expeditions. |
Ace at the Helm (pilot_mastery) |
20 | Perform 20 successful pilot extraction/evasion assists. |
Suppressing Fire (security_mastery) |
30 | Interrupt or suppress 30 telegraphed threats as Security. |
Systems Online (engineer_mastery) |
20 | Restore 20 disabled objective systems as Engineer. |
Lifeline (medic_mastery) |
20 | Personally rescue 20 other operators as Medic; self-revives never count. |
Eyes on Target (scanner_mastery) |
20 | Expose 20 weak points that the team subsequently exploits as Scanner. |
Supply Line (cargo_mastery) |
25 | Deliver 25 supplies that restore a spent team action or objective resource as Cargo. |
Controlled Demolition (demo_mastery) |
20 | Resolve 20 armored breaches or boss armor breaks as Demolitions. |
Safe Passage (navigator_mastery) |
20 | Resolve 20 route hazards for the team as Navigator. |
Nothing Wasted (salvager_mastery) |
25 | Recover 25 objective salvage containers as Salvager, not ordinary random material rolls. |
Shield Breaker (shield_breaker) |
10 | Contribute a qualifying successful action to 10 boss shield breaks. |
Crack the Shell (armor_breaker) |
10 | Contribute a qualifying successful action to 10 boss armor breaks. |
Core Disruptor (core_disruptor) |
10 | Perform 10 successful autonomous core-system interrupts. |
Captain Slayer (captain_slayer) |
1 | Defeat a solo-scaled Captain encounter with a one-operator launch roster. |
Raid Specialist (raid_specialist) |
5 | Contribute to five raid-scale boss victories with at least eight deployed operators. |
Personal Business (nemesis_hunter) |
1 | Contribute to the defeat of an active named Nemesis. |
Apex Hunter (apex_hunter) |
1 | Contribute to the defeat of a level-six Nemesis. |
By the Book (mechanics_master) |
1 | Win a boss encounter in which every required telegraphed mechanic was successfully resolved. |
No One Left Behind (no_one_left) |
5 | Extract with everyone alive in five operations with at least three deployed operators. |
Twice the Lifeline (double_lifeline) |
1 | Personally rescue two distinct teammates in one operation. |
Fireteam Synergy (fireteam_synergy) |
10 | Help complete 10 objectives using at least two distinct role contributions. |
Last Operator Standing (last_operator) |
1 | Extract as the only survivor of a launch roster of at least three. Do not require a deliberate sacrifice. |
Bring Them Home (recovery_complete) |
3 | Complete three recovery-chain objectives and extract. |
Mission Accomplished (contract_faithful) |
10 | Personally extract from 10 chosen contracts with their primary objective complete. Voting is not mandatory. |
Versatile Operator (all_rounder) |
9 | Complete a role-specific qualifying contribution and extract at least once in each of the nine roles. |
First Blueprint (first_blueprint) |
1 | Own one craft-only blueprint. Existing ownership may satisfy this. |
Master Fabricator (blueprint_collection) |
4 | Own all four original blueprints. Existing ownership may satisfy this. |
Applied Research (research_project) |
1 | Finish one directed research project. |
Made to Order (first_fabrication) |
1 | Complete one personal craft transaction. |
Field Tested (field_testing) |
4 | Activate Reinforced Plating, Flux Scanner Array, a Siege Charge and a Trauma Beacon in qualifying gameplay. |
Salvage Specialist (targeted_salvage) |
10 | Extract 10 advertised targeted-material rewards. |
Ready for Anything (prepared_operator) |
5 | Extract from five operations after successfully activating at least two different non-passive loadout slots. |
Quartermaster (quartermaster) |
10 | Complete 10 supply objectives whose resources are actually used by the crew; buying and selling cannot progress this. |
Season 2: First Contact (s02_first_contact) |
1 | Complete one eligible Season 2 operation. |
Season 2: Field Operator (s02_field_operator) |
20 | Complete 20 eligible Season 2 operations. |
Season 2: Contract Specialist (s02_contract_specialist) |
6 | Complete six distinct weekly contracts. Unfinished contracts carry forward under the proposed system. |
Season 2: Counterattack (s02_counterattack) |
5 | Help complete five advertised defense opportunities during Season 2. |
Season 2: Nemesis Rising (s02_nemesis_rising) |
3 | Contribute to three distinct named campaign-target defeats during Season 2. |
Season 2: Command Victory (s02_command_victory) |
1 | Contribute to the seasonal finale objective and receive its completion record. |
First Command (first_command) |
1 | Own one specialist ship. |
Field Proven (field_proven) |
10 | Complete ten operations in which an active specialist hull performs a successful specialty action. |
Fleet Specialist (fleet_specialist) |
5 | Complete a successful specialty action with each of the five specialist hulls. |
Research Laureate (research_laureate) |
50 | Bank 50 mastery research points after all blueprints are unlocked. |
Equal Footing (challenge_clear) |
1 | Complete the standardized weekly challenge with primary objective and extraction success. |
Support and boundaries
Ask the channel owner about a transaction using its request ID/operation number. Never share private Sync secrets, WebSocket passwords, tokens or raw backups. The game has a published cap of 30 operators in this implementation; installed capacity and balance still require the owner's acceptance tests. Internal practice/sample data is explicitly labeled and must not be confused with a real account.
Persistent warfront campaigns
After the original story campaign is complete, the owner can begin a warfront from Owner controls while the session is paused and the waiting crew is empty. The update does not automatically start or reset a campaign. Existing careers, Cord, inventory, Intel, campaign victory and territory are preserved.
Each of the five fronts has four stages: reconnaissance, supply disruption, stronghold siege and consolidation. Each stage requires four primary victories with at least one survivor. This creates a minimum of 80 offensive expeditions; defenses, supply missions, recovery and unsuccessful attempts add to that total. No Intel project skips these objectives.
Siege and consolidation use one shared campaign supply charge per attempt. Convoy successes restore three, to a maximum of six. Below 40% local control, reclaim the route first; successful reclamation restores up to 12 additional control points. The contract board advertises these routes and costs before voting.
After three operations without an active assault, an enemy counteroffensive begins. Two successful defense expeditions repel it. Each unanswered three-operation window causes a breach: 8, then 10, then 12 control points, after which the assault exhausts its reserves. Successful defense renews the window. Targets rotate through the five sectors. Previously secured offensive objectives are retained.
Deployed participants have one equal Intel vote each. Scout costs 20 shared Intel and adds two operation opportunities to the current assault windows, or prepares the next assault, once per assault. Fortify costs 30 shared Intel for one charge in the advertised sector, up to three charges. Each charge absorbs four control points from one breach. Completed or unaffordable projects are not charged; ties select Scout. Personal Cord buys no extra votes.
The enemy advances only when actual rewarded expeditions settle. Offline time, empty launches, practice, website refreshes and replayed reports never advance it. Finish all 80 objectives and resolve any already active final assault to record victory. Contributors to at least four successful operations earn a permanent campaign commendation, even if absent from the finale. The owner may then begin another cycle without resetting any personal progress.