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COMBAT / VISUAL FIELD GUIDE

Tactical Strike Groups: from briefing to extraction

Accept the Nyx rescue, match weapons to station targets, defend support and confirm the extraction.

Coordinated fleet and ground operationMulti-ship group16 min read
Complementary combat and support ships
01
STEP 1 OF 14

Read the operation together

Alpha 4.8 introduced Tactical Strike Groups as a cooperative operation built around several ship roles. Read the current contract and its destination rather than assuming it is a normal solo bounty.

Our briefing template: objective, leader, ships, support, rendezvous, retreat condition and approximate time available.

  1. 1

    Read the current operation aloud

    Separate controls: F1

    Inspect the accepted operation, share it where supported, and name the leader, first objective and retreat point. Confirm each participant has accepted the mission.

    What you should see

    The group is following the same operation rather than only gathering near a marker.

    That did not happen

    If someone cannot see the mission, resolve eligibility or sharing before completing an early stage.

    RSI Missions and Contracts, updated 22 Jun 2025
Read the complete guide as text

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

Read the operation together

Alpha 4.8 introduced Tactical Strike Groups as a cooperative operation built around several ship roles. Read the current contract and its destination rather than assuming it is a normal solo bounty.

Our briefing template: objective, leader, ships, support, rendezvous, retreat condition and approximate time available.

Read the current operation aloud

Separate controls: F1

Inspect the accepted operation, share it where supported, and name the leader, first objective and retreat point. Confirm each participant has accepted the mission.

Expected result: The group is following the same operation rather than only gathering near a marker.

If it did not work: If someone cannot see the mission, resolve eligibility or sharing before completing an early stage.

Accept the Nyx operation and prove participation

Alpha 4.8 introduced this six-stage rescue at a QV Extraction Station in Nyx. The release notes place it under Verified Mercenary contracts. This source review was checked 18 October 2026; it is not an Alpha 4.10.2 playtest or proof that an offer is available to your character today.

SC Nomads briefing drill: choose one contract holder and one objective reader. Read the issuer, destination and conditions to the group. Agree which players may use each ship, turret, engineering station and medical supplies before departing.

Accept the actual offer

Separate controls: F1

mobiGlas > Contracts > Verified > Mercenary > offered operation

Open Contracts, select the relevant available offer, read its details and use Accept Offer. Reopen Accepted and identify its current objective.

Expected result: The intended contract is listed under Accepted with its destination and objective.

F1 opens mobiGlas with the documented default. Selecting an offer only displays it; acceptance adds it to your accepted work.

If it did not work: If it is absent, check location and eligibility. Do not travel to an unrelated station and assume proximity accepts the mission.

Share and confirm each participant

Accepted > selected mission > Share, where offered

Form the party, select this accepted mission and use Share if available. Ask every recipient to accept, then read back their own objective. Test authorized ship entry while stationary.

Expected result: Each participant can identify the operation and their permitted crew station.

If it did not work: Party membership alone does not prove a shared mission or access to every ship control. Resolve a missing acceptance or refused entrance before the first phase.

  • Same contract and objective
  • Authorized ship and station access
  • Leader and objective reader named
  • Fallback rendezvous agreed

Assign jobs that people can actually perform

Keep pilots, gunners, engineers and medical or fuel support accounted for. If one person fills two roles, identify which becomes unattended when they switch.

Share eligible contracts and confirm every participant is ready. A large fleet with unclear assignments can be less useful than a smaller group that communicates.

Confirm occupied roles, not just ship names

Ask each pilot, gunner, engineer and support player to report their station and readiness. Identify tasks a solo operator must pause while changing stations.

Expected result: The leader knows which weapons, repairs and support functions are actually staffed.

If it did not work: Owning a multicrew hull does not operate its remote stations. Reduce the plan when required roles are unfilled.

Match staffed ships to the actual jobs

CIG assigns small ships to the trenches and larger ships to exterior defense. Ballistics are needed for hardened relays; energy weapons work on cooling units and the core. Tranquility is the support Idris, with repair, rearm and refuel for ships that fit its hangar.

SC Nomads loadout check: nominate relay attackers, a trench element, an exterior screen and a ground team with extraction transport. Name a replacement for a lost pilot. Check the equipped weapon descriptions, ammunition and occupied gun stations rather than assuming a hull name supplies the right damage type.

Check capability before departure

Vehicle loadout and each occupied cockpit or turret

Ask each operator to name the equipped weapons, ammunition state and job. Reassign a ship if its loadout cannot perform that job. Confirm the support and transport pilots can remain aboard when the ground team leaves.

Expected result: The leader has named operators for each simultaneous task.

If it did not work: If the plan relies on one player defending outside and fighting on foot at the same time, add another operator or change the plan before launch.

  • Every required role staffed
  • Ballistic ammunition checked
  • Energy weapons identified
  • Ground team and transport assigned
  • Support fallback for ships that cannot fit
Exterior screen
Our crew assignment: ships protecting the support platform and approach while another element works inside.
Trench element
Small ships assigned to the internal route. Being small does not make a ship immune to damage or prove clearance at every opening.

Verify targeting, firing and interaction inputs first

Use Options > Keybindings, select the active device and open Advanced Controls Customization. Identify targeting, weapon firing, weapon groups, movement and spacebrake for that device. This guide gives no unverified live targeting or weapon-mode shortcut.

SC Nomads rehearsal: away from allies and structures, confirm that selecting a target changes the HUD identification. Check the selected weapon group without firing into the formation. For an unfamiliar ship or turret, practise controlled movement and stopping before entering a confined route.

Read the assigned combat actions

Options > Keybindings > active device > Advanced Controls Customization

Locate the named targeting and firing actions for the station you will operate. Compare their bindings with the selected cockpit or turret controls and weapon-group display.

Expected result: You know which input selects a target and which fires the currently selected weapons.

A target-selection action changes what the HUD identifies. A firing action operates the selected weapon group; it does not choose the correct damage type for you.

If it did not work: If the control does something else, stop and inspect the active device and station. Do not try a remembered shortcut near friendly ships.

Read an interaction before committing

Separate controls: F

Personal interaction > visible object option

At a safe usable object, read the available interaction options. In the mission use only the option matching the current objective.

Expected result: You can distinguish an available action from an object that is only highlighted.

F is the documented default interaction key; holding it exposes additional options where supported. Your current binding and visible prompt take precedence.

If it did not work: If an expected option is missing, check the objective and prerequisite rather than guessing another key or damaging the object.

Phase 1: establish the support perimeter

Escort Tranquility into position and keep an exterior defense element available through the operation. SC Nomads call format: contact, defended ship, support needed, next action. Have the objective reader announce when the approach stage changes.

For servicing, first confirm a usable approach and hangar fit. Follow the offered landing and service prompts, then inspect fuel, ammunition and damage feedback before rejoining. Have a separate reachable service destination for a hull that cannot use the hangar.

Confirm support before sending ships inward

Accepted contract objective and current ship service prompts

Have the exterior lead report the perimeter and remaining defenders. A serviced pilot reports actual ammunition, fuel and damage state, then confirms return to their assigned task.

Expected result: The inner element can move without leaving the support platform unassigned.

If it did not work: If support is contested or the service prompt does not produce a result, report it. Keep a reserve and use the agreed fallback rather than promising an automatic refill.

Field note: SC Nomads planning rule: a service stop is a temporary absence from your assigned role. Tell the leader before leaving the screen.

Phase 2: open the trenches with ballistic relay fire

Attack the external power relays with ballistics. Energy fire is ineffective against these hardened targets. All relays must be destroyed before the trench entrances unlock.

Identify one relay and confirm its destruction

Current relay objective > assigned targeting action > selected ballistic weapon group

Read the current objective marker, identify the designated relay and clear friendly ships from the line of fire. Confirm the ballistic group, attack the relay, then have the objective reader check what remains.

Expected result: Relay destruction is reflected in the mission state; after the last relay, access to the trenches becomes available.

Ballistic and energy are damage categories. A weapon name or visual effect alone is not a reliable loadout check.

If it did not work: If hits do not advance progress, verify the target identity and equipped damage type before using more ammunition. If the entrance remains shut, check remaining relays and the accepted objective. Do not force a ship into a closed opening.

  • Correct external relay
  • Ballistic group selected
  • Friendly firing line clear
  • All required relays confirmed
  • Entrance actually open

Phase 3: make short energy attacks on cooling units

Small ships enter the unlocked superstructure trenches to attack cooling units with energy weapons. Distortion accumulates inside. SC Nomads suggestion: send a clearly identified element, preserve spacing and brief a return path before the first pass.

Take one controlled pass and report the result

Current cooling-unit objective > energy weapon group > tested flight controls

Identify the assigned cooling unit from the live objective, select energy weapons and approach with room to turn or withdraw. After the pass, report objective progress, control response and damage to the leader.

Expected result: The crew knows which target remains and whether the attacking ship can make another pass.

If it did not work: If controls degrade, orientation is lost or no escape path is clear, leave while the ship still responds. Do not remain inside merely because another ship has not finished its attack.

  • Open entrance identified
  • Energy group selected
  • Spacing and exit agreed
  • Ship response checked after the pass
Distortion exposure
The station hazard applied inside the trenches, increasing further at the core. This guide does not establish a safe exposure timer or immunity loadout.

Phase 4: split the core attack from exterior defense

When the core shutters open, energy weapons are effective against core components. Distortion and radiation intensify in the chamber while attacks on Tranquility escalate. SC Nomads suggestion: require separate ready calls from the core element and exterior lead before entry.

Confirm both jobs are still staffed

Open core objective and shutters; exterior defense report

The objective reader confirms the available core stage. The core pilots identify their target and exit, while the exterior lead names the ships remaining on defense. Attack only with a current withdrawal plan.

Expected result: Core progress and the condition of the exterior group are reported separately.

If it did not work: If either element loses its required capability, call a regroup or withdrawal. No fixed number of seconds, radiation protection rating or universal safe chamber position has been verified here.

The next route appears blocked after cooling targets seem destroyed.: Compare the remaining objective with what the team actually completed and inspect the shutter state. Do not use a remembered route as proof that a gate is open.

The core group reports success but support is still under attack.: Keep the exterior assignment active. An inner objective call does not release the screen or establish safe servicing.

Phase 5: board and confirm the override

Destroying the core opens the FPS interior. Send the assigned ground team to the override terminal while a transport and exterior capability remain available. SC Nomads suggestion: name a lead, rear guard and medical responder; agree a rally point the team can actually recognize.

Use the current objective and physical access route to identify the terminal. This is not a room map, a keycard spawn guide or a guarantee that every door in a recording remains usable.

Operate the objective terminal and read the result

Separate controls: F

Current objective terminal > visible interaction options

Secure the approach, identify the terminal matching the objective and read its available option. Use the override action shown there. Have the objective reader confirm the next state before the team moves on.

Expected result: The contract advances from the override task to its next objective.

The interaction key exposes an object action. The objective update establishes whether the mission accepted that action.

If it did not work: If the option is missing or progress does not change, recheck the target and outstanding stage with the contract holder. Keep the team together while checking; repeated interaction without feedback is not confirmed completion.

  • FPS access actually open
  • Team and transport assigned
  • Correct terminal identified
  • Override recognized by contract
  • Exit route retained

Phase 6: extract Gabe and confirm the contract result

The rescue objective is Gabe Windell. Getting him safely off the station completes the documented chain. SC Nomads suggestion: name one escort to follow his actual movement, one player to keep the route clear and a pilot to prepare the pickup.

Use the current rescue prompt and destination marker. Do not assume a carry action, escort command, exact room, mandatory vehicle or guaranteed payout from this source review. Keep the transport close enough to use without blocking the team’s route.

Follow the live rescue instruction through the handoff

Current Gabe objective > offered interaction > marked extraction destination

Identify Gabe through the objective, use the offered interaction if required and check that he responds before moving. Keep him and the group together through the instructed extraction. Inspect the contract result after reaching safety.

Expected result: Gabe reaches the required safe state and the contract records completion.

If it did not work: If he stops responding or the marker fails to advance, secure the area and compare the remaining instruction before repositioning. A player boarding the transport does not establish that the rescued NPC or the contract finished.

  • Correct rescue target identified
  • NPC response checked
  • Safe route and pickup maintained
  • All players accounted for
  • Contract completion actually recorded

Use short status reports and deliberate regroups

Suggested status report: target, ship condition, support needed and next action. The leader should know when a ship cannot continue.

After a major objective or retreat, regroup and check people, fuel, ammunition and repair supplies before moving to the next phase.

Regroup after a major objective or withdrawal

Use the agreed marker and report crew, damage, fuel, ammunition and support needs. Decide together whether to proceed to the next objective.

Expected result: The next phase begins with a current view of the fleet's capability.

If it did not work: Do not silently continue with an incapacitated engineer or depleted support ship. Reassign, resupply or end the run.

  • Roles and leader clear
  • Contract eligibility checked
  • Retreat condition agreed
  • Crew accounted for after regroup

Separate an unfinished task from a game failure

SC Nomads recovery drill: record the build, accepted objective, target identity, visible prompt and last recognized phase. Compare the contract holder’s state with the team before declaring a bug. An explosion, open room or successful interaction alone does not prove the whole operation completed.

The official Alpha 4.10.2 Known Issues page was updated 9 October 2026. It includes loss of mouse and object interaction with no listed workaround; CIG says character repair does not fix that symptom. This is a general issue warning, not a confirmed Tactical Strike Group bug or a recommended reset.

Close the run with evidence and a return

Contract result, crew status and current service state

Read the result once, record any unresolved objective or payment state and confirm every player’s return plan. Service or withdraw before accepting another operation.

Expected result: The team can state what completed, what failed and who still needs assistance.

If it did not work: If the result is absent, report an incomplete or blocked run. Do not replace a missing completion state with a predicted reward.

A participant sees no mission or a different stage.: Recheck the accepted contract and sharing status with the holder. Resolve eligibility or a missing share before proceeding; do not promise retroactive participation.

The target appears destroyed but the next phase does not begin.: Check for other required targets and read the current objective. If prerequisites are met and state stays stuck, record the visible mismatch and check current official reports. Do not invent a hidden reset sequence.

You can no longer use the mouse, doors or kiosks.: Compare the symptom with the current known-issues article. For the documented interactivity issue there is no listed workaround and character repair is not a fix. Preserve the crew’s recovery plan and report the evidence.

The mission is complete but ships or people remain stranded.: Finish the player recovery separately: count the crew, inspect return fuel and choose a reachable service or landing destination. Do not treat a contract result as physical extraction for every participant.

Field note: Source reviewed, not gameplay verified. No fixed ship minimum, reward amount, safe exposure time, current key profile or room coordinates are asserted.

Before you commit

This is a coordination guide, not a claim that one fleet composition defeats every stage. Enemy behavior and mission availability can change.

Historical limited-time events mentioned beside these features are not automatically active now. Check the live contract list and current event dates.

Version history

Sources & guide information

Sources checked 18 October 2026. Alpha 4.8 phase reference; not gameplay verified on Alpha 4.10.2.. Reference information, not a claim of current-patch playtesting.

CIG Alpha 4.8: refueling overhaul and tactical strike groupsCIG Welcome Back Pilot: released features and dated eventsRSI Playing with FriendsRSI Missions and Contracts, updated 22 Jun 2025RSI Set up keybindings for your peripherals, updated 17 February 2026; checked 18 October 2026RSI Alpha 4.10.2 Known Issues, updated 9 October 2026; checked 18 October 2026