SC NOMADS
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COMBAT / VISUAL FIELD GUIDE

Your first lawful ground contract: prepare, identify and return

Check the task and access, carry a compatible kit, preserve a way out and confirm the actual result.

First NPC ground contractSolo carefully; two players can cover each other16 min read
Transport with an affordable recovery plan
01
STEP 1 OF 12

Build and test a replaceable kit

Equip magazines that match the weapon, not just its weapon category. Confirm that the gun reloads from carried supplies in a safe permitted place.

Our recommendation: one familiar primary weapon is easier to manage than several unfamiliar ones. Carry medical supplies where you can reach them, and leave spare equipment at your recovery location.

  1. 1

    Equip compatible magazines, not just a gun

    Separate controls: I

    Inspect your weapon name and its required magazine. Equip matching magazines on your carried kit. At a location where drawing is allowed, select the weapon and check its ammunition display.

    What you should see

    The weapon has ammunition and a matching reload is accessible.

    That did not happen

    Armistice restrictions can prevent drawing. A magazine for a similar-looking gun may still be incompatible.

    RSI Equipping Your Character
  2. 2

    Learn reload before entering a room

    Separate controls: Tap R

    With the weapon equipped and a compatible magazine available, practise a reload in a safe allowed area. Watch the animation and ammunition readout.

    What you should see

    A completed reload leaves the weapon ready with the expected magazine state.

    That did not happen

    Holding R has a different action. If the count does not change, check the carried magazine type and quantity.

    CIG defaultProfile.xml, extracted by Subliminal: 4.9 LIVE defaults compared with 4.10 PTU, checked 13 Oct 2026
Weapon and matching magazinesSuit and armorMedical tool or pensHelmet lightFree storage
Read the complete guide as text

The same published instructions in one readable view. Use the steps above for controls and practice panels.

Build and test a replaceable kit

Equip magazines that match the weapon, not just its weapon category. Confirm that the gun reloads from carried supplies in a safe permitted place.

Our recommendation: one familiar primary weapon is easier to manage than several unfamiliar ones. Carry medical supplies where you can reach them, and leave spare equipment at your recovery location.

Equip compatible magazines, not just a gun

Separate controls: I

Inspect your weapon name and its required magazine. Equip matching magazines on your carried kit. At a location where drawing is allowed, select the weapon and check its ammunition display.

Expected result: The weapon has ammunition and a matching reload is accessible.

If it did not work: Armistice restrictions can prevent drawing. A magazine for a similar-looking gun may still be incompatible.

Learn reload before entering a room

Separate controls: Tap R

With the weapon equipped and a compatible magazine available, practise a reload in a safe allowed area. Watch the animation and ammunition readout.

Expected result: A completed reload leaves the weapon ready with the expected magazine state.

If it did not work: Holding R has a different action. If the count does not change, check the carried magazine type and quantity.

Choose a lawful NPC ground task before departure

In Contract Manager, inspect the issuer, task and destination before accepting. Verified generally means an official source, not proof that every person or nearby building is a valid target. For this first run, choose an NPC ground task whose description you understand; skip player bounties, unofficial work and complex event chains.

SC Nomads preparation: say the facility name and planet or moon aloud, then name a return stop. Availability depends on your current offers; this guide does not promise a particular introductory contract.

Open mobiGlas and find Contracts

Separate controls: F1

mobiGlas (Toggle) > CONTRACTS

Press F1, then select the app labelled CONTRACTS. Choose Verified or Unverified at the top, open a mission category and select an offer to read its detail panel. CIG’s documented layout puts the app at the fourth button from the left; use the name if your layout differs.

Expected result: You see an offer with an issuer, task and reward, plus any displayed deadline. Browsing has not accepted it.

If it did not work: If F1 opens nothing, check the named mobiGlas toggle in your saved bindings. If the device itself is missing or nonfunctional, use the dedicated mobiGlas troubleshooting source before accepting a timed job.

Match the accepted task to the site

Contract Manager > offer details > Accepted

Check the named employer, required action, destination and any deadline. Accept deliberately, then confirm that this same task appears in Accepted. With friends, share it and have each person confirm acceptance.

Expected result: The party can state which NPC objective it accepted and where it must happen.

If it did not work: If the task is unclear or requires a player target, choose a different first exercise. Do not infer entry permission from a friend merely standing inside.

Find the intended destination

Separate controls: F2

mobiGlas > Map > search

Search its name and select the correct result. Compare the body and location names. Wheel zooms; left-drag rotates; right-drag pans.

Expected result: The selected place matches your written destination.

Selecting a place identifies it; the next action commits the route.

If it did not work: Similar names are not interchangeable. Recheck the result before plotting.

Read the route before accepting the trip

Map > Route to this Location

Choose Route to this Location. Read the right panel for Quantum Fuel and the number of legs.

Expected result: A plotted route and its requirements are visible.

Several legs mean several travel stages, not one uninterrupted journey.

If it did not work: No route? Check the selection and your ship context. Keep this separate from a drive that will not engage.

  • Understood NPC objective
  • Exact facility and body
  • Accepted task confirmed
  • Return stop and fuel considered

Check what is carried, fitted and replaceable

Use one familiar weapon with its exact compatible magazines, an undersuit and suitable armor, helmet, reachable medical supplies and free carrying space. Equipment in a distant local store cannot help at the bunker. A tractor tool is optional logistics equipment, not a substitute for a weapon or medical capability.

SC Nomads packing check: decide whether you actually need a tractor attachment for the intended items, verify that it is fitted, and keep extraction more important than filling every storage slot. Do not buy a bigger ship solely for an untested first run.

Move the supplies onto yourself

Separate controls: F

Interact with Storage Access

At Storage Access, equip the tool and move the refill into carried storage. Close the kiosk and check the character before leaving.

Expected result: Equipment is on the character and the reload is carried.

If it did not work: Check undersuit and leg-armor requirements if a slot is unavailable. Items left in local storage remain at that location.

Prove the weapon and supplies before travelling

Exact item labels, carried inventory and the existing reload practice card

Use the original reload exercise above in a safe permitted place. Check that the magazine is compatible and carried, that treatment supplies are accessible and that the selected armor still leaves usable space.

Expected result: A reload works and the intended kit is on the character, rather than only in a purchase destination.

If it did not work: If a weapon cannot be readied in an armistice area, respect the restriction. Recheck the undersuit, equipment slots and exact item variant; do not test by firing at a port.

Check permission and identify friendlies

Track the correct mercenary contract before approaching the facility. Do not interpret an open door or an absent trespass message as permission.

CIG’s 4.10.2 known issues list missing underground-facility trespass warnings. Leave promptly after the objective; the warning system may not remind you.

Check why you may enter

Separate controls: F1

Read the accepted contract for the exact facility and authorized objective. Identify friendly personnel and any restricted areas before shooting.

Expected result: You know which task grants access and which targets the mission actually requests.

If it did not work: A combat mission does not make every nearby person hostile. Withdraw if you cannot distinguish the target from security.

Treat access and extraction as separate checks

SC Nomads cautious method: inspect the approach from a position that leaves room to withdraw. Read current warnings, site defenses, terrain and the accepted objective before landing. No universal safe turret distance, blind side or parking coordinate is established here.

An open elevator and missing trespass warning do not establish access. The current known-issues page documents missing underground-facility warnings. Once your authorized work is finished, leave promptly instead of relying on a remembered grace period.

Withdraw when the access picture disagrees

Accepted facility, live warnings and observed defenses

Before committing the ship, compare the exact site with the task. If defenses fire, access is uncertain or landing would trap the ship, withdraw and reassess from safety.

Expected result: You retain a working transport and can explain why you are entering this particular site.

If it did not work: Do not shoot security turrets merely to force entry for this lawful first run. If access cannot be established, stop the attempt rather than trying a guessed range.

Identify the route back before entering

Landed ship, entrance and crew agreement

Check how you will return to the ship, who holds transport responsibility and where you will regroup if separated. Keep the landing or pickup plan usable for an injured teammate.

Expected result: Everyone can name the exit and the agreed pickup or fallback.

If it did not work: If the ship is damaged, the exit is blocked or the team cannot describe a safe return, resolve that problem before descending.

Field note: The approach and pickup method are SC Nomads recommendations, not a verified facility map or a guarantee of protection from defenses.

Identify the person before deciding to fire

SC Nomads decision rule: use the accepted task, current target information and your team’s confirmed identities together. Uniform color, a silhouette, missing marker or somebody else firing is not sufficient proof of hostility. Avoid guessing about a stranger’s legality.

Call where a teammate is going before they cross a doorway. If you cannot distinguish security, another player and a requested NPC target, hold fire from cover or withdraw.

Make a positive target decision

Accepted objective and observed identity

Compare the person with the objective and your party’s positions. Announce uncertainty rather than assuming every armed person is an enemy.

Expected result: You have an identified objective target and a clear firing line, or a deliberate decision not to shoot.

If it did not work: If an apparent friendly is hit or the legal situation changes, stop the advance, reassess the live status and leave if necessary. This guide does not promise that a marker prevents friendly fire.

  • Party positions known
  • Objective target distinguished
  • No teammate crossing the line
  • Uncertainty means wait

Work one objective at a time

Suggested two-person method: one watches the route while the other interacts, reloads or treats an injury. Call out directions and distinguish a teammate moving ahead from a hostile crossing the same doorway.

Check the mission’s remaining objective count before looting. Leave a clear route to the exit and avoid splitting into rooms without an agreed regroup point.

Use cover to inspect the next space

Separate controls: C

At a safe corner, use crouch as appropriate and look into the next area before advancing. Keep a known return route and avoid crossing a friend's firing line.

Expected result: You can identify a route, target or reason to wait before exposing your whole body.

If it did not work: If health drops or the room is unclear, return to cover and communicate instead of repeatedly advancing into the same fire.

Separate fighting from looting

Separate controls: I

After the immediate area is secure, check ammunition and medical supplies before opening loot. Take only what you can carry while preserving the route out.

Expected result: Your team remains ready to move and the objective is not forgotten while inventories are open.

If it did not work: If the mission is still spawning threats, postpone looting. A larger backpack does not protect an exposed player.

  • Authority to enter
  • Friendlies identified
  • Objective complete
  • Exit before looting takes over

Enter one space, then reassess your ability to leave

SC Nomads two-person method: one observes while the other checks a corner, reloads or interacts. Solo, do those jobs in sequence from a protected position. Keep the route you just used recognizable and avoid chasing an uncertain target into another room.

Use the existing cover and reload cards in this guide. Their bindings retain their original provenance; confirm your own profile in Advanced Controls Customization. No new current shortcut or universal room-clearing pattern is asserted.

Pause before the next doorway

Visible cover, ammunition display and known return route

From cover, check the next space and your ammunition state. Reload when it is safe and confirm the result before advancing. Let a partner know when you cannot provide cover.

Expected result: You move for a known reason with a usable weapon and an understood route back.

If it did not work: If rounds do not feed, return to cover and check the exact carried magazine. If the team loses sight of one another, regroup instead of continuing into separate rooms.

The remaining objective count is unchanged in an apparently empty site.: Compare the accepted objective and search only within the authorized task. The dated known-issues list includes missing NPC targets. Record a blocked run instead of inventing a hidden-room solution or wandering into another facility.

A medical plan needs both treatment and access

Field treatment and full injury recovery are different capabilities. Read the actual diagnosis and available care rather than repeatedly dosing. Your transport may be useful without having a medical bed, and owning a bed does not guarantee that it can treat every injury.

If incapacitated, use the existing central rescue card below with its dated keyboard-layout caveat. Tell responders the facility, exact position and threats. A rescue request is not permission for a responder to enter a restricted site, and no responder or gear recovery is guaranteed.

Say the tier and destination out loud

Patient diagnosis and confirmed bed capability

Tell the patient and pilot the diagnosed tier, what improved, what remains and the next suitable destination. Check the available bed’s actual tier and supply before setting off.

Expected result: Everyone can name why this destination can treat the patient.

If it did not work: If the tier or bed capability cannot be confirmed, plan for a hospital or other verified higher-level care instead of declaring the patient cured.

Send the rescue request

Separate controls: Hold M

Incapacitated QWERTY default; CIG identifies comma on AZERTY

Hold the rescue input and inspect the resulting beacon state. Tell the responder your location, access route and what injured you.

Expected result: The game confirms a request, not merely a key hint.

If it did not work: Read the live displayed cost before confirming the request. Check your keyboard layout if the input does nothing. A request cannot guarantee a responder or safe access to this site.

Decide whether the rescue can be attempted safely

Patient report, site access and transport

A conscious teammate checks immediate threats and access before approaching. Agree who covers, who treats and where the patient can be taken. If alone, communicate what a responder would need to know.

Expected result: There is a realistic treatment and transport plan, or an honest report that rescue is not currently possible.

If it did not work: Do not send an unprepared teammate repeatedly into the same threat. If treatment cannot resolve the condition, arrange suitable care; if the scene cannot be reached safely, discuss the remaining recovery choices without promising belongings will return.

Read the result before treating the building as cleared

SC Nomads finish check: reread the accepted task and its remaining objectives. Confirm whether the game records completion, failure or a still-active task. A quiet room or a claimed number of eliminations is not the contract result.

Separate a completed task from a blocked attempt

Contract objective and result display

Check the objective and recorded result with your party. If a required NPC or interaction is missing, record what remains and check the dated issues rather than declaring success.

Expected result: You can state the actual task result and which requirement, if any, is still outstanding.

If it did not work: Do not predict a reward or repeat a failing contract indefinitely. Choose an orderly exit and a clear report of the blocker.

Field note: The 9 October 2026 known-issues page advises against Repel Raid on Orison while its missing-target issue persists. Check the current entry before accepting it.

Take only what you can remove without losing the exit

SC Nomads exit priority: finish the authorized objective, account for people and transport, then consider optional loot only if the scene and access still permit it. Keep supplies needed for the return reachable. Do not assume that taking equipment is legally unrestricted in every situation.

CIG lists items vanishing during full-inventory armor swaps via looting. Avoid replacing your equipped armor at a full container. Leave optional items rather than relying on a pile on the floor or a guaranteed return trip.

Verify a small transfer, then depart

Named item, actual destination and free capacity

Move only an item you intend to take, then confirm it appears in the chosen carried or ship storage. Recheck the exit and leave when ready; storage at another port is not this destination.

Expected result: The intended item is actually stored and the team is moving out with a usable transport.

If it did not work: If the destination is full, the item is missing or safety deteriorates, stop looting. After death or destruction, retrieval depends on what remains; support does not promise recovery of individually lost items.

  • People accounted for
  • Recorded task result
  • Critical supplies reachable
  • Optional loot confirmed or left
  • Leave the facility promptly

Before you commit

CIG currently lists missing targets for some “Evict Illegal Occupants” and “Repel Raid on Orison” missions. The latter is specifically advised against until fixed because failure can affect reputation.

These notes are dated 9 October 2026. Verify the linked list for your build; missing AI is not proof you overlooked a secret room.

Version history

Sources & guide information

Primary sources checked 18 October 2026; Alpha 4.10.2 issues dated 9 October. SC Nomads methods are not gameplay verified.. Reference information, not a claim of current-patch playtesting.

RSI Missions and Contracts, updated 22 Jun 2025RSI Equipping Your CharacterRSI Shopping in the VerseRSI Alpha 4.10.2 Known Issues, updated 9 Oct 2026CIG defaultProfile.xml, extracted by Subliminal: 4.9 LIVE defaults compared with 4.10 PTU, checked 13 Oct 2026CIG Personal Inventory, updated 10 June 2026; checked 18 October 2026CIG Healing and Medical Treatment, updated 18 September 2025; checked 18 October 2026CIG Set up keybindings, updated 17 February 2026; checked 18 October 2026CIG How to Quantum Travel, updated 12 Jun 2025; checked 14 Oct 2026CIG Emergency Rescue Beacon Keybind Issues, updated 14 Apr 2026