You can gain additional Experience Point and Requisition Point bonuses for completing a the mission under its Turn Goal, achieving a high Kill Rate per Turn or achieving Secondary Objectives. The two highest reward percentages you've earned are combined to create a multiplier that applies only to the primary mission rewards.
Turn Goal[ | ]
Every mission has a specific goal as to how fast your team should try to accomplish it, though in some cases a mission will always last the turn goal e.g. Patrol route is always 6 turns. By completing the primary mission objective with time to spare, you can gain bonuses to both RP and XP.
- Completing a mission with at least 40% of the Turn Goal remaining will yield a 20% bonus to XP and RP.
- Completing a mission with 30-39% of the Turn Goal remaining will yield a 15% bonus to XP and RP.
- Completing a mission with 20-29% of the Turn Goal remaining will yield a 10% bonus to XP and RP.
- Completing a mission with 10-19% of the Turn Goal remaining will yield a 5% bonus to XP and RP.
- Completing a mission with under 10% of the Turn Goal remaining or exactly equalling the Turn Goal will yield a 2% bonus to XP and RP.
- Completing a mission but exceeding the turn goal will yield a 0% bonus to XP and RP.
Kill Rate Per Turn[ | ]
The number of kills your permanent squad members achieve over the entire the mission is averaged out by the number of Turns you took the complete the mission. e.g. 43 kills in 6 turns = 7.2 . Major Luthor & Paladin Nyra do not contribute their kills to the average. This kill rate grants bonuses to both RP and XP.
- A kill rate greater than 8.0 per turn will yield 20% bonus to XP and RP.
- A kill rate of 7.1 - 8.0 per turn will yield 15% bonus to XP and RP.
- A kill rate of 6.1 - 7.0 per turn will yield 10% bonus to XP and RP.
- A kill rate of 5.1 - 6.0 per turn will yield 8% bonus to XP and RP.
- A kill rate of 4.1 - 5.0 per turn will yield 6% bonus to XP and RP.
- A kill rate of 3.1 - 4.0 per turn will yield 5% bonus to XP and RP.
- A kill rate of 2.1 - 3.0 per turn will yield 4% bonus to XP and RP.
- A kill rate of 1.1 - 2.0 per turn will yield 2% bonus to XP and RP.
- A kill rate equal to or less than 1.0 per turn will yield 0% bonus to XP and RP.
Guaranteed mission completion rewards[ | ]
Mission Name | Turn Goal | XP awarded | RP awarded | Secondary objectives present | Notes |
---|---|---|---|---|---|
Deck 12 Cappa Sector | 15 | 10 | 0 | 0 | Only played at start of a new save file. Unavailable in a new game+. |
Deck 14 Alta Sector | 18 | 40 | 40 | 1 | |
Deck 14 Power Relay | 16 | 80 | 75 | 1 | Automatically acquire an engineer due to mission. |
Alien Vessel: counter attack | 10 | 100 | 150 | 0 | Must wait 5 turns for enemy leader to appear. Automatically acquire a scout. |
Alien Vessel: bomb escort | 12 | 140 | 150 | 2 | Must escort slow moving bomb to north of map. |
You choose whether you do the Ferari Lance or Galantia Cross first; both most be completed. | |||||
Ferari Lance: Airlock | 20 | 80 | 80 | 2 | Going for the secondary objectives will slow you down. Can be either first or second mission on Ferari Lance. |
Ferari Lance: Boarding | 12 | 80 | 80 | 6 | Secondary objectives generally close to deployment areas. Can be either first or second mission on Ferari Lance. |
Ferari Lance: power relay | 24 | 100 | 100 | 3 | Relay pathway sequence: East, North, West, North, East, North. |
Ferari Lance: Atmo Re-entry | 16 | 100 | 100 | 1 | Will take at least 7 turns to safely move Marianne to the airlock (Move 4). |
Choose either drop zone or march from Galantia | |||||
Drop zone on Galantia | 15 | 100 | 80 | 0 | Wait 10 turns for enemy leader to appear. Survive 1 turn after assassinating it. |
March from Galantia | 12 | 80 | 100 | 0 | March to Tundeer. Takes at least 6 turns to reach exit using forced marching. |
Siege at Tundeer | 24 | 100 | 100 | 5 | 2 Tact Point. Given 1 Hydra for free. There are 4 gate controls for 5 sets of gates. Gate #5 not shown on deployment. |
Great Pipeline: Bombed | 16 | 100 | 100 | 0 | Effect of choosing Drop zone on Galantia. Broken bridge that can only be crossed 1 at a time via a lift that enemy can't use. |
Great Pipeline: Intact | 14 | 100 | 100 | 0 | Effect of choosing March from Galantia. Intact bridge, but enemy can cross it too. Lift also works in this mission. |
Extermination By Fire | 18 | 140 | 180 | 2 | Must take engineer & hydra. |
Rychart Prime: Patrol Route | 6 | 80 | 80 | 2 | Always lasts 6 turns. |
extra missions that can be skipped, as you have only one chance to access Kaldun. | |||||
Kaldun: Factory Entrance | 16 | 80 | 100 | 2 | Where you finish this mission dictates whether you have the north or south starting position in the next mission. |
Kaldun: Factory Core (North/South) | 26 | 80 | 120 | 6 | Same map whether northern or southern deployment zone used. Southern is slightly easier to achieve turn goal. 3 Tact points that must be captured. Don't have to hold. |
Trench Warfare | 10 | 80 | 80 | 2 | Resumption point if you've completed Kaldun sidequest. Follow trench westwards for objectives. Go north of trench for secondaries. |
Drayan Core | 14 | 100 | 100 | 4 | 3 Tact point. 2 secondaries are part of the mission requirements. |
Drayan Palace | 14 | 100 | 120 | 0 | Need to open gates 3 times; lots of gun nests. |
Extermination Protocol | 24 | 200 | 240 | 2 | Must destroy 3 nodes to render the boss mortal. |
Rubic 5: Infiltration Site | 16 | 80 | 80 | 1 | Start with 3 templar inc captain; must open doors at north of map for reinforcements. Reinforcements (Best Soldier & Engineer) can't be swapped. Must then capture 2 TP. |
Rubic 5: Drop Shaft | 10 | 80 | 80 | 1 | Entire force must reach north end of map. 8 turns is considered good. |
Rubic 5: Tunnel Complex | 20 | 100 | 100 | 3 | Possible to achieve a 15% speed bonus by ignoring secondary objectives. 4 tact points on the map. |
Rubic 5: Artifact Vaults | 12 | 100 | 100 | 1 | Collect at least 3 artifacts. Collecting all 4 gives you the secondary objective. |
Rubic 5: Detonation Site | 20 | 120 | 120 | 2 | Must wait 6 turns for your own engineer to deploy. Makes turn goal harder to achieve. |
Leo Major: Dread Falcon | 20 | 80 | 80 | 3 | Only one squad member needs to touch the end point to win. Best to split squad in 2 for turn goal. |
Leo Major: Leo Dropzone | 8 | 100 | 100 | 3 | Must kill 36 enemy within 8 turns - bring turrets and a hydra/neptune for maximum kill potential.
Tact point is considered a secondary objective. |
Leo Major: southbound trail | 16 | 100 | 120 | 2 | Long march southwards. High odds of overheating if you want to achieve turn goal; overwatch useful to defend squad. |
Leo Major: traitors bunker | 16 | 120 | 140 | 2 | Must activate 2 switches to open the defences to the radio relay. Try to keep at least half your squad near the relay, ready to destroy it. Mission ends if 5 signals are transmitted. |
Presence of human survivors is generally not indicated on deployment. | |||||
Moklumnue Prime: Drop Zone | 24 | 100 | 100 | 3 | 3 unarmed human survivors in SE corner of map. Only rescue when mission success in immanent as they're near 2 spawn points. If you can manage to keep them alive, they will give you XP. |
Moklumnue Prime: Starport Breach | 20 | 100 | 120 | 2 | 5 armed human soldiers are your initial deployment squad. Templars arrive after a couple of turns. If you can manage to keep them alive, they will give you XP. Collecting secondaries takes you via a less obvious route to the last tact point. |
Moklumnue Prime: Orbital Defence Battery | 28 | 120 | 160 | 2 | 3 armed human soldiers join once you capture the first tact point. If you can manage to keep them alive, they will give you XP. Secondary objective west of the northern defence battery gives 400 supply points. |
Moklumnue Prime: Starport Vault | 24 | 180 | 200 | 3 | Must kill the war worm 3 times. Bring range 6+ guns to avoid getting hit by it's ranged attack. Tact point doesn't raise the squad cap for this mission. |
You will now have a break from the Terrox, as it's the turn of the Narvidians. | |||||
Righteous Fallen: deck 7 Alta Sector | 12 | 100 | 120 | 0 | Must retain control of at least 3 of the 6 tact points for a full 12 turns; you will be spread out on deployment. Enemy attack points are random A high kill count is the only way to gain bonus resources. |
Righteous Fallen: Bridge | 10 | 120 | 150 | 0 | Both Major Luthor & Paladin Nyra will join your team. There are medipacks and damage boosts available on the map. Assassination target appears on turn 8. |
Hive Ship: Outer Hull | 24 | 100 | 180 | 0 | Must make base contact a pillar to destroy it. In 'room 1' destroy the south pillar only (to move east); in 'room 2' north pillar (to move east) and south pillar (for southern door in room 3) ; in 'room 3' (has large purple square) far north-east pillar and optionally east (to eliminate heat from rejoining team) . End point is directly south of the purple square; one squad member must make it to final switch room and then get beyond the gate. |
Hive Ship: Narvidian core | 20 | 120 | 220 | 0 | Must capture 5 tact points. There are at least 7 on the map; not all are shown on deployment. For quickness bring 2 engineers and have their capture skill at level 6 minimum. Capturing TP #5 ends mission. |
Hive Ship: Hive Mind | 30 | 220 | 560 | 0 | Hive mind has a large HP pool (3500+). There are 8 power nodes spread over the map, destroying each one deals 375 damage (doesn't scale with enemy level or HP). Killing a war worm (6-8 on map) will also render the mind vulnerable to damage for 2 turns. Hive mind has range 1 attack; war worm is range 6. You will have 9 templars including Nyra. |
The original story is now complete. You may now either re-start to attempt missions you missed or tackle the Stratos campaign set 6 years afterwards. | |||||
Startos: Central Airlock | 22 | 100 | 120 | 3 | Southern door is jammed open. North, East & West doors can be opened & closed to limit enemy flow. 4 Tact points on map; only need to capture temporarily. |
Stratos: Defence Relay | 22 | 100 | 150 | 1 | Secondary is to activate all 6 turret destruction switches. Turrets come in 2 colours; Red & Yellow. A yellow switch will destroy a randomly selected yellow turret. 3rd Yellow switch destroys the remaining 2 yellow turrets on easy mode, but only 1 on normal difficulty or higher. Same principle applies to the red turrets. Turrets are deadly - range 6, high damage, high penetration, massive HP pool. will destroy a templar in 1 turn.
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Stratos: Elevator Complex | 24 | 120 | 150 | 3 | Split level map. 3 Floors with your forces needing to be split. There are 2 switches on the east side of level 1 that will double the lift capacity; there is a tact point on the left side of floor 1.
You must now choose your next mission carefully. Either go for XP and an easier final mission or RP and a harder final mission. Story will change based on your choice. You choose before you can save your mission progress. |
Stratos: Command Centre | 14 | 250 | 50 | 1 | Mandatory engineer and a tight turn goal. You must capture 2 of the 3 tact points: southern plus either east or west before heading to the centre of the map. An engineer must reach northern end of central chamber to win. Mix of terrox and cultists. Symmetrical map; use narrow walkways for speed as the wide paths take longer to traverse. |
Stratos: Research Hall | 32 | 50 | 300 | 5 | 2 ways to win. Either visit the 2 data rooms or escort the VIP with 2 unarmed human scientists back to the entrance. Either way all templar must return to the lift to end the mission. A lot of rooms with door locks. |
Stratos: Reactor Core | 18 | 150 | 150 | 2 | The quicker route is more heavily defended by turrets. You will need lots of healing to get past them if you want to achieve the turn goal. If you want more of your squad to survive then you will either go over the turn goal or have done the command centre mission to not face them. |
A full list of Secondary objective locations featuring a basic description of where to find them and if any consumable rewards can be gained is available.