Elite Dangerous: Operations - Available Now

Your Team. Your Tactics. Your Triumph. Operations brings a new layer of high-intensity, squad-focused gameplay to Elite Dangerous, centred around teamwork, coordination and tactical execution.

This new feature is designed for cooperative play allowing Commanders to take on high-stakes challenges, earn unique rewards, and progress through different scenarios.

Operations can be accessed from the Ship Panel while docked at Starports, Outposts, Fleet and Squadron Carriers, and Market Planetports. 

Getting Started

Operations can be initiated either by a lone Commander or a fully formed squad, with optional matchmaking available to fill any remaining positions. Once an Operation has been launched, all Commanders are transported aboard the new Operation Runner, a specialised deployment vessel that carries the team directly to the designated scenario system.

The Operation Runner

The Operation Runner acts as the central hub for each mission, serving as the squad's primary deployment point and anchoring the flow of the Operation.

If a Commander is defeated during an Operation, they will quickly return to the fight with no penalties for redeploying. In space scenarios, Commanders are returned to the Operation Runner or the last operation-specific dock, while on-foot missions see them redeployed directly back to their ship, fully prepared to re-enter the action immediately.

This minimises downtime and keeps mission pacing fast, ensuring Commanders can stay engaged in the Operation from start to finish.

Ways to Play

Operations can be undertaken in either Mercenary Mode or Powerplay Mode.

Mercenary Mode is the standard option, carrying no Powerplay effects or consequences and remaining fully accessible to any Commander who meets the requirements of the selected mission.

Powerplay Mode adds a layer of strategic depth by allowing squads to undermine a chosen Power as part of the Operation, as long as that Power is not represented by a Squad member. Eligible systems are determined by the squad's power alignments, and restrictions ensure Commanders cannot target their own Power or those of their Squad members. Unaligned participants may still join these scenarios, but they will not earn any Merits.

Menu Overview

Mitigated Loss

Before entering an Operation, a Commander's bounties, fines, and bonds are temporarily stored to prevent unintended penalties arising from repeated deaths or mission failures. This allows Commanders to focus fully on the mission at hand.

Where They Take Place

Operations take place within bespoke, isolated instances, within any system that meets the necessary critera. Each location is selected to meet the specific environmental and gameplay needs of the selected scenario.

Operations Combat

Operation Types

Operation NameRecommended No of PlayersOn Foot/In SpaceDifficultyRecommended Gear (Easy)Recommended Gear (Hard)

Terminal Prosecution

A criminal element is causing trouble in the system, they've been raiding for weeks now, it's your job to clear them out.

2 - 4BothEasy / HardA Rated Ship (Low Level Engineering)Full Grade 5 Engineering

Tactical Takedown

The client's megaship has been compromised by a rival faction, you will need to board the ship and fight your way through the command deck to obtain the flight records and trace the origin of the attack. Then you'll want to bring your firepower to bear on the general responsible for the attack at their home base.

3 - 4BothEasy / HardGrade 1/2 On Foot | A Rated Ship (No Engineering)Grade 5 On Foot | Full Grade 5 Engineering

Firestorm Rescue

There are hostages trapped in a burning station, break the siege and evacuate those that remain. You will need to manage the stations heat to buy enough time to complete the rescue while dealing with the hostile forces trying to stop you.

3 - 4SpaceEasy / HardA Rated Ship (Two players in an evac ship, one in combat ship)Grade 4/5 Engineering (Two players in an evac ship, one in combat ship)

Rapid Response

A planetary port has come under attack, there are still some trapped personnel inside that need rescuing, but you can't delay, a huge hostile enemy fleet is on the way, if the evacuation isn't complete in time there will be no hope for those still trapped inside

3 - 4SpaceEasy / HardA Rated Ship (Two players in an evac ship)Grade 4/5 Engineering

Reclamation Point

The megaship has been hijacked, your job is to eliminate all hostile forces in and around the megaship so the client can recover it. You'll need your best gear and ship to accomplish your goal.

2 - 4BothEasy / HardGrade 1/2 On Foot | A Rated Ship (No Engineering)Grade 4/5 On Foot | Grade 4/5 Engineering

Biohazard Takedown

A group of researchers are developing a dangerous weapon, you need to assault the ship, obtain the location and IDs of the researchers and take them out.

2 - 4SpaceEasy / HardA Rated Ship (Low Level Engineering)Full Grade 5 Engineering

What You'll Earn

Completing an Operation grants a range of rewards, including Credits, Materials, Merc Coins, and when undertaking Powerplay Operations - Merits.

These rewards are not redeemed through a single dedicated store. Instead, Merc Coins can be spent across existing vendors found at spaceports and key locations throughout the galaxy. From these, Commanders can purchase Ship Modules through Outfitting, and Blueprints from Engineers.

All equipment is obtained at a base level and can be upgraded by visiting the appropriate Engineer, allowing Commanders to improve their loadouts overtime.

The scale and distribution of rewards are influenced by the Operations difficulty. With two options available, Commanders taking on the most challenging missions can expect the greatest value of rewards.

For a deeper look at Operations, including a look at the roadmap ahead and answers to frequently asked questions, you can check out the June Dev Log.

Operations roadmap

Launching alongside Operations, Faulcon DeLacy introduces the Nomad - a compact, ship-launched utility vessel designed to expand surface exploration. With nimble thrusters, responsive handling, and rapid deployment capability, the Nomad excels at navigating challenging planetary terrain, while its integrated Discover Scanner allows Commanders to detect biological signals directly from the cockpit.

Update Notes

  • 4.4.0.3 (9 July 2026)
  • 4.4.0.2 (2 July 2026)
  • 4.4.0.0 - Operations (30 June 2026)
  • 4.3.3.0 (28 April 2026)
  • 4.3.1.0 (24 February 2026)
  • 4.3.0.1 (11 December 2025)

Update Notes - 4.4.0.0

Features of Note

  • New Operations Feature (Networking & Balancing Beta):
    • Operations introduces many new features, including:
      • A brand new lobby and matchmaking system for engaging Operations
      • 6 Initial Operations:
        • Tactical Takedown:
          • The client's megaship has been compromised by a rival faction, you will need to board the ship and fight your way through the command deck to obtain intel and trace the origin of the attack. Then you'll want to bring your firepower to bear on the general responsible for the attack at their home base.
        • Firestorm Rescue:
          • There are hostages trapped in a burning station, break the siege and evacuate those that remain. You will need to manage the station's heat to buy enough time to complete the rescue while dealing with the hostile forces trying to stop you.
        • Reclamation Point:
          • The megaship has been hijacked, your job is to eliminate all hostile forces in and around the megaship so the client can recover it. You'll need your best gear and ship to accomplish your goal.
        • Biohazard Takedown:
          • A group of researchers is developing a dangerous weapon, you need to assault the ship, obtain the location and IDs of the researchers and take them out.
        • Rapid Response:
          • A planetary port has come under attack and some personnel are still trapped inside who need rescuing. You cannot delay, as a huge hostile fleet is on the way. If the evacuation is not completed in time, there will be no hope for those still inside.
        • Terminal Prosecution:
          • A criminal element is causing trouble in the system, they've been raiding for weeks now, it's your job to clear them out.
      • Merc Coin that can be used to purchase the following MercGear:
        • Blueprints:
          • Thermal Plasma Conversion - Increased power draw to convert a portion of damage to plasma for beam/pulse/burst lasers.
          • Scoop Rate Enhanced - Increased power draw to improve fuel scoop rate for fuel scoops.
        • Pre-Engineered Hardpoints:
          • Enduring Feedback Rail Gun - Increased mass, power draw and reduced damage to improve reload time, heat generation, range and ammo capacity. Includes Feedback Cascade effect.
          • Far-Reaching Abrasion Blaster - Reduced power draw, distributor draw and thermal load with increased shot speed and maximum range at the cost of integrity.
          • Double Screaming Fragment Cannon - Increased ammo capacity, clip size, burst size and reduced reload time at the cost of reduced maximum range, rate of fire and increased mass and power draw.
          • Long Range Mining Laser - Increased range with reduced power draw, distributor draw and thermal load at the cost of reduced integrity and damage.
          • Rapid Phase Multi-Cannon - Increased shots per round, ammo capacity, clips size and rate of fire at the cost of reduced range and increased jitter.
          • Drag Seeker Missile Rack - Increased ammo capacity, clip size and rate of fire at the cost of increased mass, power draw and distributor draw.
          • Lightweight Thermal Seeker Missile Rack - Increased ammo capacity, clip size, rate of fire and reduced mass, power draw and distributor draw at the the cost of reduced integrity.
          • Lockdown Seeker Missile Rack - Increased ammo capacity, clip size, integrity and reduced thermal load at the cost of increased power draw and mass and reduced rate of fire and damage.
        • Pre-Engineered Core Modules:
          • Support Focused Power Distributor - Increased engine and systems capacity and charge rate at the cost of reduced weapons capacity charge rate.
          • Balanced Power Distributor - Moderate distributor rate and charge increase and reduced power draw by increasing mass and reducing integrity.
        • Pre-Engineered Internal Modules:
          • Extended Cargo Rack - Increased cargo capacity.
          • Long Range Detailed Surface Scanner - Increased mass and power draw is traded for better probe radius.
          • Heavy Duty Module Reinforcement Package - Increased module protection at the cost of increased mass.
    • As with any major change we make to Elite Dangerous, we have to balance a variety of connectivity and server considerations, such as measuring the load on Elite's servers in a live service environment. As we introduce Operations, we'll be doing this with a Networking & Balancing Beta stage, essentially allowing us to make tweaks and adjustments more regularly behind the scenes to ensure optimal performance.
  • Nomad added to outfitting:
    • Added Mk II Biological Scanner - A pulse scanner that detects biological signatures.
    • Added Pulse Lasers - A pulse laser weapon on a fixed mount.
    • Adjusted Mk I Vessel Bay which is available on the following ships:
      • Alliance Crusader (Class 5-6)
      • Anaconda (Class 5-7)
      • Beluga Liner (Class 5-6)
      • Caspian Explorer (Class 5-7)
      • Federal Corvette (Class 5-7)
      • Federal Gunship (Class 5-6)
      • Imperial Cutter (Class 5-7)
      • Keelback (Class 5)
      • Krait MkII (Class 5-6)
      • Panther Clipper Mk II (Class 5-7)
      • Type-9 Heavy (Class 5-7)
      • Type-10 Defender (Class 5-7)
      • Type-11 Prospector (Class 5-6)
    • Added Mk II Vessel Bay which is available on the following ships:
      • Caspian Explorer (Class 5-7)
      • Panther Clipper Mk II (Class 5-7)
      • Type-11 Prospector (Class 5-6)
    • Added Pre-built ships:
      • Nomad Standard Bundle (16,520 ARX)
        • Standard Ship
        • Mk II Biological Scanner
        • Owners Club Decal
      • Nomad Stellar Bundle (33,000 ARX)
        • Standard Ship
        • Mk II Biological Scanner
        • Cliffhanger Orange Paint Job
        • Strider Ship Kit
        • Owners Club Decal
      • Nomad Galactic Bundle (60,000 ARX)
        • Standard Ship
        • Mk II Biological Scanner
        • All Stellar Content
        • Signal Blue Holo-Kit Pack
        • Rambler Ship Kit Pack
        • Internal Science Kit Pack
        • Owners Club Decal
  • Made adjustments to Stellar Lighting (Issue ID: 45769) - longer curve added to stellar colour saturation drop off rate
  • Adjusted galactic background colouring so it's a close visual match to real world values (scientific imaging has been used as reference)
  • Distant Worlds 3 Community Logo Decal added.

Issue Tracker Fixes

  • Resolved an issue where on-foot Conflict Zones would fail, despite the player winning them and shuttles were not arriving to return players to stations. (Issue ID: 80753)
  • Resolved an issue where on-foot Conflict Zones would fail to be in the correct state when a player arrives via Dropship. (Issue ID: 78904)
  • Resolved an issue were Conflict Zones were not being resolved correctly, resulting in a large number persisting in some systems. (Issue ID: 78480)
  • Resolved an issue where non-squadron member could not use Services on an open Squadron Carrier. (Issue ID: 81727)

Bug Fixes

  • Resolved an issue where Squadron Carrier cargo capacity could be exceeded.
  • Resolved a crash when entering a '$' sign followed by non-standard character for the Ship Name or ShipID.
  • Resolved instances of a softlock when purchasing a Squadron Carrier then defecting to another Squadron.
  • Resolved an issue where some station cosmetics were not applying correctly.
  • Resolved an issue where Squadron Carriers could not be managed by the Squadron leader, or anyone with sufficient permissions, in an Administration system.
  • Resolved an issue where the "Beyond Frontline" penalty was sometime displaying the incorrect level
  • Resolved instances where constructions were not correctly converted to markets at the correct time.
  • Resolved instances of an issue where facility Demolitions were unable to be cancelled.
  • Resolved instances where the terrain stamp was not working correctly for some Planetary Ports.
  • Resolved instances of an issue where multiple Orbital Installations and Outposts were able to be constructed around Gas Giants despite it only have 1 construction slot.
  • Resolved instances of Scarlett Krait disconnects when remaining docked on a Colonisation Ship when it leaves the system.
  • Resolved instances where Construction Points were not being refunded correctly after a facility was demolished.
  • Resolved an issue where Frontline Solutions would not book a dropship upon enlisting for a conflict.
  • Resolved an issue where players were unable to purchase ships from a Squadron Carrier after shipyard stock was recently purchased for the Carrier.
  • Resolved an issue where Squadron Carriers were not being assigned over to the new leader when an existing leader of a Squadron leaves.
  • Minor adjustments made to the emissive lighting on the Guardian obelisks.
  • Resolved instances of incorrectly reporting available slots for System Colonisation, especially after demolishing facilities.

Keep in touch

Sign up for our weekly newsletter for exclusive information and insights into the world of Elite Dangerous!