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Finding and seizing the stockpile in Operation Roaring Lion

Updated 23 Oct 2026 · Play Operation Roaring Lion

Five lots, and your belief about them

The material is held as five lots of 120, 90, 80, 60 and 50 kg, hidden at storage sites. Your Intel tab lists each lot with where you think it is and how sure you are. That belief is separate from the truth. It fades over time, and strikes near a lot make it move within hours.

Ways to find it

  • Satellite passes show activity at fixed sites. One pass can be tasked every 8 hours, per region. Deep tunnels hide a lot.
  • Agents check one storage site in about 12 hours and are right most of the time. You have six, and some get caught. Before the war, an arrested agent can give you away.
  • Drones (Heron TP and Hermes 900) over a region find hidden sites, track convoys and judge the damage after a strike. Batteries in the region can shoot them down. Before the war, every drone over the northern shore raises the chance the enemy notices.

A tracked convoy is seen at about 80% with a drone overhead, 50% with an agent at the site and 30% from a recent satellite pass.

Seizing it

A special forces raid goes in by CH-53 helicopter from a desert staging strip. Plan it from the planner's Special forces raid tab, or press Plan a raid on a storage site. You choose an objective, air cover from Nevatim's F-35Is and whether to use drone overwatch. A raid needs 6 hours' lead and comes with two packages that need 2 days to recover.

If the material is there and the guard force breaks, the raiders bring home up to 260 kg. The chance of that falls with the size of the guard force and the air-defence threat, rises with cover and drone overwatch, and is lower when entrances are collapsed. Bombing a site first wears the guard force down. A raid on the wrong site is a dry hole. A failed raid loses 8 to 20 raiders about 60% of the time.

A tracked convoy can be ambushed instead, from the lot's panel. A convoy is lightly guarded, on an open road.

What each outcome is worth

  • Seized: full credit, political capital +8 and international pressure -5.
  • Destroyed in place by a strike: 60% credit, pressure +6 and political capital -2 for contamination. A struck site destroys a lot with a chance that depends on the damage and how hard the site is.
  • Trapped under rubble: a hardened site knocked below 40% traps its lots for three days. They can't move, and count 30% if the campaign ends then.
  • Unaccounted for: no credit, and it still feeds breakout.

Material still held feeds breakout, so every kilogram you take or destroy slows it down. See How to play.

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