fallout

Daily Ops is a PvE game mode in Fallout 76, introduced in the One Wasteland For All update. Using the game's instancing technology, Daily Ops aim to provide challenging, randomized and repeatable dungeon-clearing missions for experienced players. Daily Ops rotate every day at 1:00pm EST.

Overview

FO76 itv dailyops theburrows
With Daily Ops, we're aiming to bring more repeatable and challenging content to the game that you can jump into on a regular basis, which has been highly-requested by some of our more experienced players.Inside the Vault; September 11, 2020

Daily Ops take place in an instanced dungeon, randomized each day. They can be completed solo or with teammates in groups of up to four. If the mission is successfully completed, the participants will be rewarded according to their completion time. The operation is repeatable, though certain rewards may only be available once per day.

The objectives, locations, enemies and their mutations are randomized each day. Enemy mutations are powerful effects, exclusive to hostiles in Daily Ops, which have a significant impact on gameplay. Some mutations cause enemies to always detect sneaking players, while others grant healing abilities.

Background

The narrative of Daily Ops is light on the details but heavy on the action. Players complete various jobs for Vernon Dodge, a member of Appalachia's original Brotherhood of Steel, while he issues orders over the radio. Although Daily Ops are introduced into the plot during the quest Breaking Radio Silence, completion of the quest is not a requirement in order to join Daily Ops.

Gameplay

Dailyops uplink 1024 Uplink
Default mutation: Piercing Gaze
Activate a signal repeater and calibrate uplinks before drawing out an enemy leader by eliminating its forces.
Dailyops decryption 1024 Decryption
Default mutation: Savage Strike
Disable radio interceptors by taking down Code Carriers.
0 players 600 seconds
1 players 150 seconds
2 players 120 seconds
3 players 110 seconds
4 players 90 seconds

Intel

Resilient  at

Resilient super mutants at Vault 94

Every aspect of Daily Ops is randomized to provide a unique, dynamic experience. On one day, players may be hunting down exploding Mothman cultists with armor penetrating attacks in order to deactivate signal interceptors around the Burrows. The next day may require players to set up uplinks around Watoga High School and survive a constant stream of fast-moving Scorched with automatic detection.

The second expansion, with the Locked & Loaded update, brought the total number of possible combinations to 980 for regular Daily Ops, and introduced Double Mutation Weekends, which offered 1,120 combinations at the time.

The third expansion came with the Mutation Invasion update.[clarification needed]

Locations
Arktos Pharma biome labs The Burning Mine The Burrows
Charleston Capitol Building Garrahan Mining headquarters Morgantown High School
Uncanny Caverns Valley Galleria Vault 94
Vault 96 Watoga Civic Center Watoga High School
West Tek research center The Foundry Aquarium of the Atlantic
Community center Glassed cavern
Enemy factions
Aliens Blood Eagles Communists
Mothman cultists Mole miners Robots
Scorched Super mutants Fanatics
Overgrown
Enemy mutations
Active Camouflage Enemies will be cloaked when not attacking. [note 1]
Freezing Touch Enemy attacks will freeze players, slowing them down considerably if damaged in succession. [note 2]
Group Regeneration Enemies heal nearby enemies. [note 3]
Piercing Gaze Enemies have greatly enhanced perception of players, and will automatically detect nearby players, regardless of their stealth. [note 4]
Reflective Skin Enemies periodically reflect back damage dealt to them. [clarification needed]
Resilient Enemies can only be killed by a melee attack. [note 5]
Savage Strike Enemies bypass armor resistances. [note 6]
Swift-Footed Enemies have increased movement speed. [note 7]
Toxic Blood Enemies create toxic hazards upon death. [note 8]
Volatile Enemies will explode on death, dealing damage. [note 9]

Bosses

Each enemy gang encountered during a Daily Op will feature a powerful boss enemy near the conclusion of the mission. They have a large amount of HP and carry unique and dangerous weaponry.

Bosses
Name Weapon Outfit
Alien inquisitor Plasma blasts N/A
Assaultron intimidator  · Assaultron Head: a special Assaultron head with a supercharged laser
 · Left/Right minigun: special miniguns mounted on each arm
Black paintjob; sinister body armor, grim leg armor, brutal leg armor
Blood Eagle destroyer Auto grenade launcher: a special auto grenade launcher customized with a Blood Eagles paintjob. Blood Eagles skull lord outfit and mask
Communist commissar Riot shotgun: a special Pepper Shaker which fires 6 black powder pellets per blast Red Scare power armor, communist commander outfit and hat
Cultist prophet Mothman gun: a special gamma gun which fires sonic blasts Ghillie suit and hood, raider pathfinder mask, Mothman goggles
Fanatic conqueror .50 cal machine gun Fanatic power armor
Mole miner juggernaut Mole miner launcher: a special missile launcher which fires mini-nukes Unique blue juggernaut outfit texture; juggernaut backpack
Overgrown Elderwood Spore Launcher Dark green body with purple flowers and a blue cloud
Scorched exterminator Scorched plasma launcher: a special gauss pistol which fires plasma missiles Unique white exterminator skin texture; jeans underarmor, full light raider armor set
Super mutant firestarter Assault rifle: a special assault rifle which fires fireballs Unique orange firestarter skin texture; chest harness, waistcloth, cloth wraps

Double Mutations

Double Mutation Weekend community events are special, more challenging Daily Ops featuring enemies with a unique combination of two different Mutations - for a total of three. These Ops will typically be available every other weekend, from Thursday to Monday (1:00 PM EST).

These events offer additional incentives and rewards for the first and all subsequent Daily Ops playthroughs:

Double Mutations
Blistering Cold Freezing Touch + Swift-Footed
Chilling Mend Freezing Touch + Group Regeneration
Clouded Toxins Active Camouflage + Toxic Blood
Relentless Resilient + Group Regeneration
Stinging Frost Freezing Touch + Toxic Blood
Swift Stalker Active Camouflage + Swift-Footed
Unstable Volatile + Swift-Footed
Vaporous Volatile + Active Camouflage

Rewards

Op Report

Op Report

Daily Ops will provide greater rewards if they are quickly completed, detailed in the after-action report. There are three tiers based on completion time, each offering its own pool of rewards.

Note that attaining a higher tier will reward items from lists of all previous tiers, provided those tiers weren't already earned. For example, earning "Elder" rank on the first Op of that day will reward all 3 pools - Initiate, Paladin, and Elder. The rare Daily Ops item[1] rewards may only be obtained once each per day. Following the release of Steel Reign, completing a Daily Op for the first time within Elder par time unlocks an achievement/trophy.

Daily Ops Items

Note: Items marked with * may only be received if that plan has not already been learned.

  • High level reward (lvl 50) (1)
  • Low level reward (1)
  • Rare reward (50% chance) (1)
  • Uncommon reward (1)
  • Common armor plan (1)
Sturdy leather armor
Heavy leather armor (lvl 20)
Light raider armor (lvl 5)
Sturdy raider armor (lvl 15)
Heavy raider armor (lvl 25)
Light metal armor (lvl 10)
Sturdy metal armor (lvl 25)
Heavy metal armor (lvl 35)
Light robot armor (lvl 10)
Sturdy robot armor (lvl 30)
Heavy robot armor (lvl 40)
Trapper armor (lvl 15)
Light combat armor (lvl 20)
Sturdy combat armor (lvl 35)
Heavy combat armor (lvl 40)
Marine armor (lvl 35)
  • Generic workshop plan (1)

Notes

Behind the scenes

Changelog

Bugs

Gallery

Icon resources
Unused/Cut

External links

References

  1. Daily Ops item: what we call the Daily Ops tiered rewards pools on Nukapedia.
  2. Fallout 76: Daily Ops (Developer Gameplay)
  3. Steve Massey (BGS_Steve) on the official Bethesda Game Studios Discord: "Yeah I think mutations were successful for Daily Ops but just to be clear - I think of Daily Ops as "arcade mode" and so we do things that are a little wacky like mutations. Expeditions and specifically The Pitt are much more serious and grounded and closer in experience to playing a story mission"
  4. QuakeCon at Home 2020 (NL): Interview with Jeff Gardiner and Mark Tucker (reference starts at 0:33:10)
Mutation technical notes
  1. Active Camouflage:
    BUG: They may be revealed while reloading, and may occasionally attack while cloaked.
  2. Freezing Touch:
    Freezing stacks wear off gradually after a few seconds, although taking additional hits will increase the duration as well as the magnitude. All animations are slowed, including stimpaks, attack rates and reload rates.
    • Stacks per hit: 1
    • Max stacks: 9
    • Stacking reset: 6 seconds
    • Slow Duration: 11 seconds
    • Stage 1: Chilled (max 2)
      • -15% speed
    • Stage 2: Frosted (max 2)
      • -30% speed
    • Stage 3: Frozen (max 2)
      • -45% speed
    (Note: slow-effects are not mitigated by Cryo Resistance)
  3. Group Regeneration:
    Regenerating foes may heal themselves.
    • Heals: 20% HP per second until max HP
    • Radius: 15
  4. Piercing Gaze:
    Enemies will automatically detect any player within a set radius.
  5. Resilient:
    Once down to their last hit point, they will glow orange to indicate that only a melee attack can finish them off.
    Melee attacks are:
  6. Savage Strike:
  7. Swift-Footed:
    • +40% swing speed and reload speed
    • +60% movement speed
  8. Toxic Blood:
    Spending time in a hazard will increase the rank of the detrimental effect
    • Rank 1: (after 1 second, upgrades to Rank 2)
    • Rank 2: (after 1 second, upgrades to Rank 3)
      • 35 Poison Damage per second for 1 second
    • Rank 3: (after 1 second, repeats damage)
      • 40 Poison Damage per second for 1 second
    • Hazard radius: 9.0
    • Duration: 15 seconds
    • Max active hazards: 8
  9. Volatile:
    Human enemies, such as Blood Eagles or Super Mutants, will burst apart into gibs similar to the Bloody Mess perk
    • Damage: 15 Fire Damage, -5% player Max HP
    • Blast radius: 500 outer, 150 inner
    (Note: Fire damage is not reduced by Fire Resistance
    Note: this information reflects patch 30 PTS)