An Operation is non-combat work started from the Holotable. Open the exact record before spending Intel, then separate its live timer, assignment gate, choice, result text, reward families, and linked Mission.

Choose the current Operation state

Select the condition that controls the next decision. Each answer gives one action and one verification step.

Choose your situation

Which timer, gate, choice, risk, or reward controls the decision now?

Critical Mission at one cycle

Launch the Critical Mission. It owns the current campaign queue.

Premise
This answer applies when: Critical Mission at one cycle.
Do now
Make every Operation loss explicit, equip the required squad, and launch the compulsory Mission.
Why this answer
Critical Missions are required to advance the campaign. When they reach 1 cycle remaining you must launch this mission.
Tradeoff
An optional Operation or Hero window may expire after the deployment.
Alternative
Use another state only when no Critical Mission is at one cycle.
If it fails
Intel is spent on optional work while the campaign requires the Critical Mission.
Recovery
Return to the Holotable and launch the required Mission before planning optional work.
Done when
The compulsory Mission is launched with a legal squad.
Next action
Check its objective and exact failure condition.
Open Story Missions →

An Operation expires next and completes the current goal

Resolve the expiring Operation before the next Mission.

Premise
This answer applies when: An Operation expires next and completes the current goal.
Do now
Read the live countdown, Intel cost, assignment gate, and result before committing.
Why this answer
Cycles are a unit of time across STAR WARS Zero Company's campaign. Each cycle begins after returning to the Den after completing a Mission.
Tradeoff
Spending Intel now can block another Operation, and the next deployment may advance another timer.
Alternative
Use the Critical state when a compulsory Mission reaches one cycle, or the skip state when this result no longer serves the current goal.
If it fails
The listed expiry is mistaken for the live countdown shown in the current campaign.
Recovery
Use the live Holotable value and re-rank only the activities still present.
Done when
The Operation resolves before the next deployment and its stated result is visible.
Next action
Open the Operation and read its current record.
Open Operation records →

An Operation expires next but does not serve the current goal

Let the Operation expire and protect the activity that still serves the current campaign goal.

Premise
This answer applies when: An Operation expires next but does not serve the current goal.
Do now
Record the skipped result, keep its Intel unspent, and launch the chosen live activity.
Why this answer
Cycles are a unit of time across STAR WARS Zero Company's campaign. Each cycle begins after returning to the Den after completing a Mission.
Tradeoff
The skipped Operation may disappear after the next Mission.
Alternative
Use the completion state when its visible result becomes part of the current campaign goal.
If it fails
The Operation is completed only because its timer is shorter, even though its result is not needed.
Recovery
Return to the live Holotable and choose among the activities that remain.
Done when
The needed activity is launched with enough Intel and the skipped result is accepted.
Next action
Check the next Mission or Operation that owns the current goal.
Return to the Campaign queue →

The desired option is available

Choose the option only after its minimum team and Specialization gates are met.

Premise
This answer applies when: The desired option is available.
Do now
Confirm the required Operator, assigned headcount, and every required Specialization shown on that option.
Why this answer
Current Operation options require 1 to 4 assigned Operators and can name a required Specialization.
Tradeoff
Meeting one option's gate can place developed Operators on non-combat work before the next Mission.
Alternative
Use another option when it reaches the same needed result with a safer legal assignment.
If it fails
The Operation-level roster gate is met but the selected option's own gate is not.
Recovery
Change the assigned team or choose an option whose exact gate is already satisfied.
Done when
The selected option is enabled with every named requirement present.
Next action
Open the exact Operation and verify the option gate.
Open choice-bearing Operations →

The desired option is locked, and a legal specialist is available

Reassign the team to include the Operator with the named Specialization, then use the desired option.

Premise
This answer applies when: The desired option is locked, and a legal specialist is available.
Do now
Identify the missing Specialization, find one current Operator who owns it, and satisfy the option's headcount too.
Why this answer
Additional assigned Operators do not replace a named Specialization requirement.
Tradeoff
The legal specialist is unavailable for a different activity or the next Mission squad.
Alternative
Use the legal-fallback state when no roster change can open the desired option now but another option gives the needed result.
If it fails
More Operators are assigned without adding the missing required Specialization.
Recovery
Use the Focus records to identify the exact specialist, then rebuild the assignment around that Operator.
Done when
The desired option is enabled with the named Specialization and required headcount present.
Next action
Check the required Specialization in the current Focus records.
Open Focus records →

The required Operator recovers before the Operation expires

Delay the Operation until the required Operator recovers.

Premise
This answer applies when: The required Operator recovers before the Operation expires.
Do now
Read the live expiry and recovery timing, then reserve the Intel and required assignment.
Why this answer
Operations are non-combat encounters you may engage with to advance the campaign, collect resources or enhance The Den and Crew. Operations always cost Intel. Whenever 2 or more Operators are assigned to an operation they will gain Bond with each other. However, assigning an Harmful · Campaign injuryInjuredInjured Operators cannot fight effectively and suffer a -15% Chance-To-Hit penalty for each injury. An Operator who suffers a 3rd injury is Killed-In-Action and lost forever.AffectsOperatorStack wordingNot named in the current rule Operator on a Dangerous Operation will negatively impact morale across the team.
Tradeoff
Waiting can consume the remaining window for another live activity.
Alternative
Use the deadline-first state when the Operation expires before recovery and its result remains required.
If it fails
Another deployment advances the live countdown beyond the planned recovery window.
Recovery
Reopen the Holotable after each deployment and switch to the deadline-first or skip state if the timings no longer fit.
Done when
The Operator is no longer Harmful · Campaign injuryInjuredInjured Operators cannot fight effectively and suffer a -15% Chance-To-Hit penalty for each injury. An Operator who suffers a 3rd injury is Killed-In-Action and lost forever.AffectsOperatorStack wordingNot named in the current rule and the required assignment is still available.
Next action
Check the current Injury deployment state.
Plan around the Injury →

The Operation expires before recovery, and its result is required

Assign the required Operator only after accepting the listed Injury risk and protecting the next required Mission squad.

Premise
This answer applies when: The Operation expires before recovery, and its result is required.
Do now
Confirm the required Operator, live expiry, risk label, and next compulsory squad before starting the Operation.
Why this answer
Operations are non-combat encounters you may engage with to advance the campaign, collect resources or enhance The Den and Crew. Operations always cost Intel. Whenever 2 or more Operators are assigned to an operation they will gain Bond with each other. However, assigning an Harmful · Campaign injuryInjuredInjured Operators cannot fight effectively and suffer a -15% Chance-To-Hit penalty for each injury. An Operator who suffers a 3rd injury is Killed-In-Action and lost forever.AffectsOperatorStack wordingNot named in the current rule Operator on a Dangerous Operation will negatively impact morale across the team.
Tradeoff
The roster accepts the listed Injury risk to preserve a result that cannot wait for recovery.
Alternative
Use the recovery-first state if recovery fits the live timer, or the skip state if the result no longer serves the campaign goal.
If it fails
The risk label is treated as a numeric guarantee or the next required squad is left without a legal Operator.
Recovery
Recheck the Injury roster state and replace the assignment if a healthy legal Operator is permitted before confirmation.
Done when
The required Operation resolves and the next compulsory Mission still has a legal squad plan.
Next action
Confirm the roster consequence before accepting the risk.
Check the Injury consequence →

You want the linked Hero Mission

Complete the reveal Operation early enough to leave room for the linked Hero Mission. 5 current Operations have that relationship.

Premise
This answer applies when: You want the linked Hero Mission.
Do now
Resolve the Operation, reopen the Holotable, then check the revealed Mission's timer and required squad.
Why this answer
A linked Hero Mission is a separate battlefield step after the Operation.
Tradeoff
The chain uses Intel before the Mission and can compete with another expiring activity.
Alternative
Skip the chain when the Hero story is no longer part of this campaign goal.
If it fails
The reveal Operation is completed too late to leave a usable Hero Mission window.
Recovery
Reopen the Holotable immediately and prioritize the revealed Mission while its timer remains.
Done when
The linked Hero Mission is visible with enough time and a legal squad plan.
Next action
Open Operations that reveal Hero Missions.
Open Hero Operations →

The Crisis effect to prevent is already selected

Choose `Destroy X`, where X is the selected effect. The other active effect becomes permanent.

Premise
This answer applies when: The Crisis effect to prevent is already selected.
Do now
Match the option label to the one effect already chosen for prevention, then confirm that exact option.
Why this answer
Just as Authored OperatorHawksThe customizable former Republic officer who leads Zero Company and deploys on required story missions.Starting pathPlayer selectedUnique TalentFearless LeaderTalent progression6 tiers and Zero Company grow stronger, so do their foes. Crises arise as new technology is about to be deployed to the battlefield. Choose carefully. The effect to which you don't respond will be permanently applied. Upgrades permanently gained by Enemy factionInfinite CoilA Separatist-aligned paramilitary cult infected by the Shadow Plague, with disruptive signatures, protection links, and dangerous defeat effects.Game labelCoil Units after failing to respond to Crisis Missions and Operations
Tradeoff
Preventing one candidate accepts the other as a permanent enemy upgrade.
Alternative
Return to the live pair before confirming if the option label does not name the effect selected for prevention.
If it fails
The option label is read backward and the effect meant for prevention is allowed to survive.
Recovery
Before confirming, restate the selected option as: this is the effect being prevented.
Done when
One active effect is prevented and the surviving effect is recorded in the next Mission plan.
Next action
Open the exact Crisis candidate pool.
Open Crisis Operations →

Every option has outcome text

Use each option's result sentence as the immediate result, then verify the Operation-level reward after resolving the choice.

Premise
This answer applies when: Every option has outcome text.
Do now
Read the option gate, outcome sentence, and reward families as separate fields.
Why this answer
99 current choice-bearing Operations give an outcome sentence to every option.
Tradeoff
The outcome explains the listed result but does not promise a precise reward amount unless the record names one.
Alternative
Use the partial state when any option lacks an outcome sentence.
If it fails
An Operation-level reward family is assigned to one option without an exact option-level statement.
Recovery
Verify the post-choice resource, Bond, follow-up, or Mission state on the Holotable.
Done when
The chosen option's result text and actual post-choice state agree.
Next action
Filter for Operations with outcome text.
Open outcome records →

Only some options have outcome text

Use the text attached to the selected option only. Do not transfer another option's sentence to it.

Premise
This answer applies when: Only some options have outcome text.
Do now
Check the exact option before using any result text in the plan.
Why this answer
18 current Operation records give an outcome sentence to only part of their choice set.
Tradeoff
The option with clearer text may not be the one whose gate or reward fits the campaign.
Alternative
Use the blank-outcome state when the selected option has no outcome sentence.
If it fails
A neighboring option's outcome is treated as the result of the chosen option.
Recovery
Use only the selected label and gate, then verify the live post-choice state.
Done when
The plan contains no outcome claim borrowed from another option.
Next action
Open the exact choice-bearing Operation.
Inspect the choices →

The option has no outcome text

Choose from the visible label and assignment gate, then verify the result in the campaign.

Premise
This answer applies when: The option has no outcome text.
Do now
Do not invent a reward, chance, or consequence for the blank field.
Why this answer
18 current choice-bearing Operations publish no outcome sentence.
Tradeoff
The result stays uncertain until the Operation resolves.
Alternative
Use a stated outcome only when the selected option itself provides one.
If it fails
A blank outcome is treated as proof that nothing happens.
Recovery
Reopen the Holotable after the choice and record the actual changed state.
Done when
The plan contains only facts visible before the choice and the verified state after it.
Next action
Open records with choices but no outcome text.
Open blank-outcome records →

A reward reaches a Zone threshold

Prefer the Operation when its visible Influence or Contact result reaches the selected Zone's next useful reward now.

Premise
This answer applies when: A reward reaches a Zone threshold.
Do now
Check the current Zone value, next threshold, and the exact reward shown on the live assignment.
Why this answer
Operation reward categories describe what the record can affect. They do not guarantee a Contact or an unlisted Influence amount.
Tradeoff
Taking the Zone result can give up a shorter timer, Hero chain, or reward needed by the next Mission.
Alternative
Choose another activity when the visible result does not close the selected threshold.
If it fails
A reward category is treated as a guaranteed quantity.
Recovery
Use the live assignment value and select another source if the threshold remains open.
Done when
The named Zone reward is claimed and the new track value is visible.
Next action
Open the selected Zone track and its exact next reward.
Open Zone Influence →

Read the Holotable in order

  1. Launch a Critical Mission at one cycle remaining.
  2. Mark every Hero Mission, Crisis, and Operation that can disappear after the next deployment.
  3. Open the shortest live Operation and check its Intel cost, Injury risk, required Operator, and option gates.
  4. Choose the selector state that says whether this result completes the current campaign goal.
  5. Reopen the Holotable after resolution because a follow-up Operation or Mission can appear.

The Cycle rule is exact: Cycles are a unit of time across STAR WARS Zero Company's campaign. Each cycle begins after returning to the Den after completing a Mission. It does not say that an Operation itself begins a new Cycle.

The current catalog contains 118 Opportunity, 17 Hero, 6 Crisis, and 28 Story records. Use the Operation records when the Holotable view does not expose every field at once.

Crisis Operations

A Crisis presents 2 active effects from its current pool. Choose Destroy X to prevent X. The other active candidate becomes a permanent Enemy factionInfinite CoilA Separatist-aligned paramilitary cult infected by the Shadow Plague, with disruptive signatures, protection links, and dangerous defeat effects.Game labelCoil upgrade.

All 6 current Crisis Operations cost 25 Intel, expire after 1 cycle, use the None Injury-risk label, and accept a 1-Operator choice. The longer query list is the record’s full candidate pool, not the set that appears together.

OperationFull candidate pool
Crisis · None riskAugmented UnitsThe intercepted transmission led us to another secret Coil factory. We can slice into its control computer to sabotage more droid augmentations.Intel cost25Configured expiry1 cycleBX Commandos · Crisis upgradeUnstable Baradium-CoreThe BX Commando's Mine has a larger Blast Radius.AffectsBX CommandosConfigured poolsAugmented Units · Recursive GrowthCrisis rule2 candidates; destroy one or the other becomes permanentBX Marauders · Crisis upgradeShredder RoundsThe BX Marauder's attacks now reduce the target's Defense by 2.AffectsBX MaraudersConfigured poolsAugmented Units · Recursive GrowthCrisis rule2 candidates; destroy one or the other becomes permanentBX Snipers · Crisis upgradeDeadly OptimizationBX Snipers' Damage is increased by +3 at the start of their turn.AffectsBX SnipersConfigured poolsAugmented Units · Recursive GrowthCrisis rule2 candidates; destroy one or the other becomes permanentBX Snipers · Crisis upgradeStreamlined ProfileBX Snipers' Cover Bonus is greatly increased.AffectsBX SnipersConfigured poolsAugmented Units · Recursive GrowthCrisis rule2 candidates; destroy one or the other becomes permanent
Crisis · None riskCultic IndoctrinationWe traced the transmission to a secret Coil training facility. Time for some good old fashioned sabotage.Intel cost25Configured expiry1 cycleCoil Strikers · Crisis upgradeShocking StrikeThe Striker's Melee Attacks now inflict Shocked.AffectsCoil StrikersConfigured poolsCultic Indoctrination · Dark KnowledgeCrisis rule2 candidates; destroy one or the other becomes permanentCoil Strikers · Crisis upgradeFleet FootedThe Striker's Movement Range is greatly increased.AffectsCoil StrikersConfigured poolsCultic Indoctrination · Dark KnowledgeCrisis rule2 candidates; destroy one or the other becomes permanentCoil Enforcers · Crisis upgradeAdaptive ResponseThe first time an Enforcer's Health falls below 50%, they gain +1 Resonance.AffectsCoil EnforcersConfigured poolsCultic Indoctrination · Dark KnowledgeCrisis rule2 candidates; destroy one or the other becomes permanentCoil Enforcers · Crisis upgradeDeadly ReflexesEnforcers' Damage increased by +4.AffectsCoil EnforcersConfigured poolsCultic Indoctrination · Dark KnowledgeCrisis rule2 candidates; destroy one or the other becomes permanent
Crisis · None riskDark KnowledgeThe intercepted transmission leads us to another secret Coil training camp, this one practicing indoctrination techniques we've seen at other facilities.Intel cost25Configured expiry1 cycleCoil Strikers · Crisis upgradeShocking StrikeThe Striker's Melee Attacks now inflict Shocked.AffectsCoil StrikersConfigured poolsCultic Indoctrination · Dark KnowledgeCrisis rule2 candidates; destroy one or the other becomes permanentCoil Strikers · Crisis upgradeFleet FootedThe Striker's Movement Range is greatly increased.AffectsCoil StrikersConfigured poolsCultic Indoctrination · Dark KnowledgeCrisis rule2 candidates; destroy one or the other becomes permanentCoil Enforcers · Crisis upgradeAdaptive ResponseThe first time an Enforcer's Health falls below 50%, they gain +1 Resonance.AffectsCoil EnforcersConfigured poolsCultic Indoctrination · Dark KnowledgeCrisis rule2 candidates; destroy one or the other becomes permanentCoil Enforcers · Crisis upgradeDeadly ReflexesEnforcers' Damage increased by +4.AffectsCoil EnforcersConfigured poolsCultic Indoctrination · Dark KnowledgeCrisis rule2 candidates; destroy one or the other becomes permanentCoil Brutes · Crisis upgradeAggressive ResponseBrutes become Enraged when damaged, increasing their Damage by +1.AffectsCoil BrutesConfigured poolsDark Knowledge · Elite TechniquesCrisis rule2 candidates; destroy one or the other becomes permanentCoil Brutes · Crisis upgradeDull SensesBrutes are immune to Daze, Vulnerable and Shock.AffectsCoil BrutesConfigured poolsDark Knowledge · Elite TechniquesCrisis rule2 candidates; destroy one or the other becomes permanentCoil Captains · Crisis upgradeResonant HealingThe Captain's Healing also grants a stack of Resonance to their target.AffectsCoil CaptainsConfigured poolsDark Knowledge · Elite TechniquesCrisis rule2 candidates; destroy one or the other becomes permanentCoil Captains · Crisis upgradeCleansing HealThe Captain's Heal now removes negative status effects.AffectsCoil CaptainsConfigured poolsDark Knowledge · Elite TechniquesCrisis rule2 candidates; destroy one or the other becomes permanent
Crisis · None riskDroid TechWe traced the intercepted transmission to discover a secret factory upgrading battle droids for the Coil. If we act quickly, we can sabotage it.Intel cost25Configured expiry1 cycleB1 Battle Droids · Crisis upgradeRetaliation ProtocolsB1 Battle Droids start each combat with 1 Stack of Retaliation.AffectsB1 Battle DroidsConfigured poolsDroid Tech · Recursive GrowthCrisis rule2 candidates; destroy one or the other becomes permanentB1 Battle Droids · Crisis upgradeTargeting ModulesB1 Battle Droids' Chance-To-Hit is increased.AffectsB1 Battle DroidsConfigured poolsDroid Tech · Recursive GrowthCrisis rule2 candidates; destroy one or the other becomes permanentB2 Battle Droids · Crisis upgradeAdvanced ExplosivesB2 Battle Droids' Rocket Damage is greatly increased.AffectsB2 Battle DroidsConfigured poolsDroid Tech · Recursive GrowthCrisis rule2 candidates; destroy one or the other becomes permanentB2 Battle Droids · Crisis upgradePlated ArmorB2 Battle Droids' Defense is increased by +2.AffectsB2 Battle DroidsConfigured poolsDroid Tech · Recursive GrowthCrisis rule2 candidates; destroy one or the other becomes permanent
Crisis · None riskElite TechniquesWe traced the cultic transmission to an elite Coil training camp. If we act quickly, we can sabotage it.Intel cost25Configured expiry1 cycleCoil Brutes · Crisis upgradeAggressive ResponseBrutes become Enraged when damaged, increasing their Damage by +1.AffectsCoil BrutesConfigured poolsDark Knowledge · Elite TechniquesCrisis rule2 candidates; destroy one or the other becomes permanentCoil Brutes · Crisis upgradeDull SensesBrutes are immune to Daze, Vulnerable and Shock.AffectsCoil BrutesConfigured poolsDark Knowledge · Elite TechniquesCrisis rule2 candidates; destroy one or the other becomes permanentCoil Captains · Crisis upgradeResonant HealingThe Captain's Healing also grants a stack of Resonance to their target.AffectsCoil CaptainsConfigured poolsDark Knowledge · Elite TechniquesCrisis rule2 candidates; destroy one or the other becomes permanentCoil Captains · Crisis upgradeCleansing HealThe Captain's Heal now removes negative status effects.AffectsCoil CaptainsConfigured poolsDark Knowledge · Elite TechniquesCrisis rule2 candidates; destroy one or the other becomes permanent
Crisis · None riskRecursive GrowthUsing the intercepted transmission, we discovered another secret battle droid upgrade facility, this one using technologies salvaged from other factories.Intel cost25Configured expiry1 cycleB1 Battle Droids · Crisis upgradeRetaliation ProtocolsB1 Battle Droids start each combat with 1 Stack of Retaliation.AffectsB1 Battle DroidsConfigured poolsDroid Tech · Recursive GrowthCrisis rule2 candidates; destroy one or the other becomes permanentB1 Battle Droids · Crisis upgradeTargeting ModulesB1 Battle Droids' Chance-To-Hit is increased.AffectsB1 Battle DroidsConfigured poolsDroid Tech · Recursive GrowthCrisis rule2 candidates; destroy one or the other becomes permanentB2 Battle Droids · Crisis upgradeAdvanced ExplosivesB2 Battle Droids' Rocket Damage is greatly increased.AffectsB2 Battle DroidsConfigured poolsDroid Tech · Recursive GrowthCrisis rule2 candidates; destroy one or the other becomes permanentB2 Battle Droids · Crisis upgradePlated ArmorB2 Battle Droids' Defense is increased by +2.AffectsB2 Battle DroidsConfigured poolsDroid Tech · Recursive GrowthCrisis rule2 candidates; destroy one or the other becomes permanentBX Commandos · Crisis upgradeUnstable Baradium-CoreThe BX Commando's Mine has a larger Blast Radius.AffectsBX CommandosConfigured poolsAugmented Units · Recursive GrowthCrisis rule2 candidates; destroy one or the other becomes permanentBX Marauders · Crisis upgradeShredder RoundsThe BX Marauder's attacks now reduce the target's Defense by 2.AffectsBX MaraudersConfigured poolsAugmented Units · Recursive GrowthCrisis rule2 candidates; destroy one or the other becomes permanentBX Snipers · Crisis upgradeDeadly OptimizationBX Snipers' Damage is increased by +3 at the start of their turn.AffectsBX SnipersConfigured poolsAugmented Units · Recursive GrowthCrisis rule2 candidates; destroy one or the other becomes permanentBX Snipers · Crisis upgradeStreamlined ProfileBX Snipers' Cover Bonus is greatly increased.AffectsBX SnipersConfigured poolsAugmented Units · Recursive GrowthCrisis rule2 candidates; destroy one or the other becomes permanent

The current pool contains 16 distinct effects. Use only the two shown in the campaign. Their exact effects and rule-derived responses remain available here:

Coil Enforcers · Crisis upgradeAdaptive ResponseThe first time an Enforcer's Health falls below 50%, they gain +1 Resonance.AffectsCoil EnforcersConfigured poolsCultic Indoctrination · Dark KnowledgeCrisis rule2 candidates; destroy one or the other becomes permanent

The first time an Enforcer's Health falls below 50%, they gain +1 Mixed · PlagueResonanceWhen this unit's Resonance reaches 3 stacks, the Plague within it will Surge and grow much stronger. When defeated, this unit's Resonance is transferred to the nearest Infected unit.AffectsEnemyStack wordingNamed in the current rule.

Plan exposed: Damage spread that leaves the Enforcer active after crossing the threshold

If it survives: Set up enough follow-up damage to finish the Enforcer after the threshold triggers.

B2 Battle Droids · Crisis upgradeAdvanced ExplosivesB2 Battle Droids' Rocket Damage is greatly increased.AffectsB2 Battle DroidsConfigured poolsDroid Tech · Recursive GrowthCrisis rule2 candidates; destroy one or the other becomes permanent

B2 Battle Droids' Rocket Damage is greatly increased.

Plan exposed: A squad that must cluster around an objective or support aura

If it survives: Spread before the B2 turn and keep only the Operators needed for the objective inside one blast area.

Coil Brutes · Crisis upgradeAggressive ResponseBrutes become Enraged when damaged, increasing their Damage by +1.AffectsCoil BrutesConfigured poolsDark Knowledge · Elite TechniquesCrisis rule2 candidates; destroy one or the other becomes permanent

Brutes become Enraged when damaged, increasing their Damage by +1.

Plan exposed: Chip damage spread across several turns

If it survives: Focus the Brute in one coordinated sequence instead of feeding it damage while leaving it active.

Coil Captains · Crisis upgradeCleansing HealThe Captain's Heal now removes negative status effects.AffectsCoil CaptainsConfigured poolsDark Knowledge · Elite TechniquesCrisis rule2 candidates; destroy one or the other becomes permanent

The Captain's Heal now removes negative status effects.

Plan exposed: Debuff and control plans that need a state to survive until the next turn

If it survives: Remove or interrupt the Captain before committing several actions to negative states.

BX Snipers · Crisis upgradeDeadly OptimizationBX Snipers' Damage is increased by +3 at the start of their turn.AffectsBX SnipersConfigured poolsAugmented Units · Recursive GrowthCrisis rule2 candidates; destroy one or the other becomes permanent

BX Snipers' Damage is increased by +3 at the start of their turn.

Plan exposed: Low-Health Operators exposed to long firing lanes

If it survives: Break line of sight or remove the Sniper before its next turn begins.

Coil Enforcers · Crisis upgradeDeadly ReflexesEnforcers' Damage increased by +4.AffectsCoil EnforcersConfigured poolsCultic Indoctrination · Dark KnowledgeCrisis rule2 candidates; destroy one or the other becomes permanent

Enforcers' Damage increased by +4.

Plan exposed: Harmful · Campaign injuryInjuredInjured Operators cannot fight effectively and suffer a -15% Chance-To-Hit penalty for each injury. An Operator who suffers a 3rd injury is Killed-In-Action and lost forever.AffectsOperatorStack wordingNot named in the current rule Operators or a squad with weak ranged mitigation

If it survives: Treat the Enforcer as a damage priority and deny its best firing lane before routine targets.

Coil Brutes · Crisis upgradeDull SensesBrutes are immune to Daze, Vulnerable and Shock.AffectsCoil BrutesConfigured poolsDark Knowledge · Elite TechniquesCrisis rule2 candidates; destroy one or the other becomes permanent

Brutes are immune to Harmful · ControlDazeA Dazed unit cannot Attack, but can still Move and use other Non-Offensive actions. A Dazed unit gains Stun Resistance when this effect expires, and cannot be Dazed or Stunned again for the rest of the battle.AffectsBothStack wordingNot named in the current rule, Harmful · OffenseVulnerableA Vulnerable unit suffers a Critical Hit on the next attack that damages it.AffectsBothStack wordingNot named in the current rule and Shock.

Plan exposed: A control squad built around those three states

If it survives: Use direct damage, displacement, or a different control route rather than spending an action on an immune state.

Coil Strikers · Crisis upgradeFleet FootedThe Striker's Movement Range is greatly increased.AffectsCoil StrikersConfigured poolsCultic Indoctrination · Dark KnowledgeCrisis rule2 candidates; destroy one or the other becomes permanent

The Striker's Movement Range is greatly increased.

Plan exposed: A backline protected only by distance

If it survives: Leave a larger gap than usual and keep a control or interruption action for the approach.

B2 Battle Droids · Crisis upgradePlated ArmorB2 Battle Droids' Defense is increased by +2.AffectsB2 Battle DroidsConfigured poolsDroid Tech · Recursive GrowthCrisis rule2 candidates; destroy one or the other becomes permanent

B2 Battle Droids' Defense is increased by +2.

Plan exposed: Low-damage attacks that already struggle to finish armored droids

If it survives: Bring Defense reduction or concentrated anti-droid damage, then finish one B2 before moving to the next.

Coil Captains · Crisis upgradeResonant HealingThe Captain's Healing also grants a stack of Resonance to their target.AffectsCoil CaptainsConfigured poolsDark Knowledge · Elite TechniquesCrisis rule2 candidates; destroy one or the other becomes permanent

The Captain's Healing also grants a stack of Mixed · PlagueResonanceWhen this unit's Resonance reaches 3 stacks, the Plague within it will Surge and grow much stronger. When defeated, this unit's Resonance is transferred to the nearest Infected unit.AffectsEnemyStack wordingNamed in the current rule to their target.

Plan exposed: Attrition that repeatedly leaves Enemy factionInfinite CoilA Separatist-aligned paramilitary cult infected by the Shadow Plague, with disruptive signatures, protection links, and dangerous defeat effects.Game labelCoil targets alive for healing

If it survives: Remove the Captain or finish the wounded target before the next heal can add Mixed · PlagueResonanceWhen this unit's Resonance reaches 3 stacks, the Plague within it will Surge and grow much stronger. When defeated, this unit's Resonance is transferred to the nearest Infected unit.AffectsEnemyStack wordingNamed in the current rule.

B1 Battle Droids · Crisis upgradeRetaliation ProtocolsB1 Battle Droids start each combat with 1 Stack of Retaliation.AffectsB1 Battle DroidsConfigured poolsDroid Tech · Recursive GrowthCrisis rule2 candidates; destroy one or the other becomes permanent

B1 Battle Droids start each combat with 1 Stack of Helpful · ReactionRetaliationAfter this unit is attacked, Retaliation triggers and allows a Reaction Shot against the attacker. One stack is lost after this attack.AffectsBothStack wordingNamed in the current rule.

Plan exposed: Movement or repeated attacks that trigger B1 reactions

If it survives: Read the starting Helpful · ReactionRetaliationAfter this unit is attacked, Retaliation triggers and allows a Reaction Shot against the attacker. One stack is lost after this attack.AffectsBothStack wordingNamed in the current rule stack before moving through a B1 firing lane, and remove the lane owner before spending the exposed action.

Coil Strikers · Crisis upgradeShocking StrikeThe Striker's Melee Attacks now inflict Shocked.AffectsCoil StrikersConfigured poolsCultic Indoctrination · Dark KnowledgeCrisis rule2 candidates; destroy one or the other becomes permanent

The Striker's Melee Attacks now inflict Harmful · MovementShockedDecreases this unit's Movement by 50%.AffectsBothStack wordingNot named in the current rule.

Plan exposed: Backline Operators who cannot afford a lost action after contact

If it survives: Screen the Striker and stop its melee approach before it reaches the Operator whose next action matters.

BX Marauders · Crisis upgradeShredder RoundsThe BX Marauder's attacks now reduce the target's Defense by 2.AffectsBX MaraudersConfigured poolsAugmented Units · Recursive GrowthCrisis rule2 candidates; destroy one or the other becomes permanent

The BX Marauder's attacks now reduce the target's Defense by 2.

Plan exposed: A durable front line that expects Defense to absorb follow-up fire

If it survives: Remove or disable the Marauder before other enemies can exploit the reduced Defense.

BX Snipers · Crisis upgradeStreamlined ProfileBX Snipers' Cover Bonus is greatly increased.AffectsBX SnipersConfigured poolsAugmented Units · Recursive GrowthCrisis rule2 candidates; destroy one or the other becomes permanent

BX Snipers' Cover Bonus is greatly increased.

Plan exposed: A gunline that attacks protected targets from the same angle

If it survives: Flank, displace, or use an answer that does not depend on beating the Sniper's improved Cover Bonus.

B1 Battle Droids · Crisis upgradeTargeting ModulesB1 Battle Droids' Chance-To-Hit is increased.AffectsB1 Battle DroidsConfigured poolsDroid Tech · Recursive GrowthCrisis rule2 candidates; destroy one or the other becomes permanent

B1 Battle Droids' Chance-To-Hit is increased.

Plan exposed: A defensive plan that depends on ordinary hit penalties

If it survives: Deny line of sight or remove the cleanest B1 firing lane instead of trusting the usual hit chance.

BX Commandos · Crisis upgradeUnstable Baradium-CoreThe BX Commando's Mine has a larger Blast Radius.AffectsBX CommandosConfigured poolsAugmented Units · Recursive GrowthCrisis rule2 candidates; destroy one or the other becomes permanent

The BX Commando's Mine has a larger Blast Radius.

Plan exposed: Tight formations and narrow objective approaches

If it survives: Increase spacing and leave a second route around a mined approach.

Budget Intel by visible cost

The listed prices are 25, 40, 50, 100 Intel. 167 of 169 records have an initial Intel cost. The two unpriced Story assignments do not establish a free price for optional work.

Missions award 100 base Intel before stated bonuses. Reserve the exact visible cost of urgent work, not an arbitrary stockpile target. If two Operations must finish before the next deployment, reserve both prices.

Read risk and assignment gates

The records use None, Low, Medium, and High Injury risk. 21 records are above None, including 2 at High. These labels are not numeric probabilities.

The current Injury text says: Operations are non-combat encounters you may engage with to advance the campaign, collect resources or enhance The Den and Crew. Operations always cost Intel. Whenever 2 or more Operators are assigned to an operation they will gain Bond with each other. However, assigning an Harmful · Campaign injuryInjuredInjured Operators cannot fight effectively and suffer a -15% Chance-To-Hit penalty for each injury. An Operator who suffers a 3rd injury is Killed-In-Action and lost forever.AffectsOperatorStack wordingNot named in the current rule Operator on a Dangerous Operation will negatively impact morale across the team.. It supports keeping an already Harmful · Campaign injuryInjuredInjured Operators cannot fight effectively and suffer a -15% Chance-To-Hit penalty for each injury. An Operator who suffers a 3rd injury is Killed-In-Action and lost forever.AffectsOperatorStack wordingNot named in the current rule Operator off dangerous work when a healthy legal assignment exists.

An option can require 1 to 4 assigned Operators and a named Specialization. More people do not replace a missing role. Check the option itself, not only the Operation-level required Operator.

Read choices and outcomes

The current catalog has 135 choice-bearing Operations with 322 options.

Outcome coverage Current records Safe use
Every option has text 99 Use the selected option’s sentence as its immediate authored result
Only some options have text 18 Use text only for the option that owns it
Choices, no outcome text 18 Use the label and gate, then verify the live result

Missing outcome text does not prove that nothing happens. An Operation-level reward family also does not belong to a specific option unless that option states it.

Reward families describe what an Operation can affect. A family does not guarantee a Contact, a precise Influence amount, or a specific item unless the record provides that exact value.

For a Zone result, open the Zone Influence records and ask whether the live reward reaches the selected next threshold. For Contacts, use the Contacts reward filter, then verify the exact assignment and post-choice result.

5 current Operations link directly to Hero Missions. Complete a wanted reveal early enough to leave a usable Mission window, then read the revealed Mission’s squad limit and failure condition.

The Operation decision is complete when the chosen record resolves, the actual reward or follow-up state is visible, and the next live timer has been checked.

REFERENCES

References

  1. Intel costs, expiry, Injury risk, assignment gates, choices, outcome text, Crisis pools, rewards, linked Missions, and Cycle rules supply every fact used here.

    Current Operation and campaign records