Defection is a game mode introduced in Update 19.12 for the The Pacifism Defect event. This game mode tasks players with escorting small squads of evacuees to an extraction point, while defending against the Infested.

Originally introduced under the name "Evacuation", this mission type was renamed as part of Update 21.0, and is now the source for Harrow Systems. All three Defection nodes are Dark Sectors.


Players start near a shuttle bay room, which the evacuees must reach in order to escape the ship. The mission begins once a player hacks the door leading out of the shuttle bay.

Evacuees will spawn 30 seconds after the mission officially begins, and every 40 seconds after the previous group is rescued, though this countdown can be set to zero instantly if one player activates a rush panel indicated by an orange icon. These Evacuees will then head towards the nearest Med Boosters, a structure that will heal nearby Evacuees with a green beam. Med Boosters will consume power as they heal evacuees, with more survivors resulting in faster energy drain. To keep the Med Boosters powered, players can acquire Power Cells dropped by Mutalist Osprey Carriers, which they can carry to a Med Booster to recharge its power by 20% (40% for solo play) per Power Cell. Players must issue a Move Out command on the evacuees to make them proceed to the shuttle bay for extraction.

After two groups of survivors have been evacuated, the player's extraction point will be opened up, and the second Med Booster will spawn in a different location of the map (B). After two more groups have been evacuated, a third Med Booster will spawn along with opening up more of the map (C). From this point on, points B and C will begin hosting a group of evacuees, with them both pathing to A's Med Booster, and then to their evac location.

Evacuees will slowly take damage over time from the Infested spores in the air. Downed evacuees will quickly bleed out, and will die unless revived by players. If 10 evacuees are killed, the Lotus will abort all further evacuation efforts; no more evacuees will spawn, any evacuees still alive on the map will not count toward the player's totals if they reach the shuttle, and the players will have five minutes to extract.

Grineer Manics will spawn periodically upon the second Med Booster being opened, and will attempt to attack the evacuees. Killing these Manics will make them drop Large Power Cells, identifiable by their white energy glow, which can instantly restore a Med Booster to 100%.

Every 7 squads rescued will cause enemy Red Veil Operatives or Fanatics to spawn. They are essentially the same units encountered during the Chains of Harrow Quest. They will primarily target the Evacuees during the mission and scale in level as the mission progresses (confirmation needed). This will occur regardless of player standing towards that Syndicate; killing them will not lower Standing towards them either.

Defection MissionsEdit

Planet Mission Name Faction Level Tier
Phobos Memphis Infestation 15 - 25 1
Saturn Caracol Infestation 26 - 36 2
Neptune Yursa Infestation 30 - 40 3
There are a total of 3 Defection missions.

Rewards Edit

Besides the bonus amounts of materials, experience, and mods from the increase in enemies compared to normal missions, certain rewards can be awarded as the mission progresses. Mission rewards will vary depending on mission tier (based on starting enemy level, and listed in the above table), and mission rotation, based on the number of squads evacuated.

  • Drop Rotation (rewards cycle every 8 squads):
    • Rotation A: 2, 4 squads; 10, 12 squads; etc.
    • Rotation B: 6 squads; 14 squads; etc.
    • Rotation C: 8 squads; 16 squads; etc.
View Rewards List

Rotation A Rotation B Rotation C
Credits64 500 Credit Cache 13.92% VoidProjectionsIronD Lith B6 Relic 15.18% VoidProjectionsIronD Lith B6 Relic 15.49%
Credits64 1000 Credit Cache 13.92% VoidProjectionsIronD Lith C4 Relic 15.18% VoidProjectionsIronD Lith C4 Relic 15.49%
Credits64 1500 Credit Cache 13.92% VoidProjectionsIronD Lith K2 Relic 15.18% VoidProjectionsIronD Lith K2 Relic 15.49%
Credits64 2000 Credit Cache 13.92% VoidProjectionsIronD Lith M3 Relic 15.18% VoidProjectionsIronD Lith M3 Relic 15.49%
Endo64 15 Endo 13.92% VoidProjectionsIronD Lith O1 Relic 15.18% VoidProjectionsIronD Lith O1 Relic 15.49%
Endo64 50 Endo 13.92% FusionCorePackSilversingle Bane of Corrupted 5.53% Systems Harrow Systems Blueprint 7.52%
Endo64 80 Endo 13.92% FusionCorePackSilversingle Cleanse Corrupted 5.53% FusionCorePackSilversingle Enduring Strike 7.52%
FusionCorePackSilversingle Smite Corrupted 2.58% FusionCorePackSilversingle Expel Corrupted 5.53% FusionCorePackSilversingle Quickening 7.52%
FusionCorePackSilversingle Intensify 5.53%
Systems Harrow Systems Blueprint 2.01%


Up to date as of Hotfix 24.2.7

Rotation A Rotation B Rotation C
Credits64 1500 Credit Cache 16.24% VoidProjectionsBronzeD Meso A1 Relic 8.43% VoidProjectionsSilverD Neo A2 Relic 12.91%
Credits64 2000 Credit Cache 16.24% VoidProjectionsBronzeD Meso D3 Relic 8.43% VoidProjectionsSilverD Neo G1 Relic 12.91%
Credits64 2500 Credit Cache 16.24% VoidProjectionsBronzeD Meso M2 Relic 8.43% VoidProjectionsSilverD Neo M2 Relic 12.91%
Endo64 15 Endo 16.24% VoidProjectionsBronzeD Meso P1 Relic 8.43% VoidProjectionsSilverD Neo N8 Relic 12.91%
Endo64 50 Endo 16.24% VoidProjectionsBronzeD Meso R1 Relic 8.43% VoidProjectionsSilverD Neo S9 Relic 12.91%
Endo64 80 Endo 16.24% VoidProjectionsBronzeD Meso S8 Relic 8.43% VoidProjectionsSilverD Neo Z2 Relic 12.91%
FusionCorePackSilversingle Expel Corrupted 2.58% VoidProjectionsBronzeD Meso T1 Relic 8.43% Systems Harrow Systems Blueprint 11.28%
VoidProjectionsBronzeD Meso T3 Relic 8.43% FusionCorePackSilversingle Enduring Strike 11.28%
VoidProjectionsBronzeD Meso Z2 Relic 8.43%
FusionCorePackSilversingle Bane of Corrupted 7.37%
FusionCorePackSilversingle Cleanse Corrupted 7.37%
FusionCorePackSilversingle Smite Corrupted 7.37%
Systems Harrow Systems Blueprint 2.01%


Up to date as of Hotfix 24.2.7

Rotation A Rotation B Rotation C
Credits64 2000 Credit Cache 24.35% VoidProjectionsSilverD Neo A2 Relic 12.65% Systems Harrow Systems Blueprint 11.28%
Credits64 2500 Credit Cache 24.35% VoidProjectionsSilverD Neo G1 Relic 12.65% FusionCorePackSilversingle Life Strike 11.28%
Credits64 3000 Credit Cache 24.35% VoidProjectionsSilverD Neo M2 Relic 12.65% VoidProjectionsGoldD Axi A4 Relic 9.68%
Endo64 240 Endo 24.35% VoidProjectionsSilverD Neo N8 Relic 12.65% VoidProjectionsGoldD Axi C4 Relic 9.68%
FusionCorePackSilversingle Expel Corrupted 2.58% VoidProjectionsSilverD Neo S9 Relic 12.65% VoidProjectionsGoldD Axi H4 Relic 9.68%
VoidProjectionsSilverD Neo Z2 Relic 12.65% VoidProjectionsGoldD Axi K4 Relic 9.68%
FusionCorePackSilversingle Bane of Corrupted 7.37% VoidProjectionsGoldD Axi L2 Relic 9.68%
FusionCorePackSilversingle Cleanse Corrupted 7.37% VoidProjectionsGoldD Axi L3 Relic 9.68%
FusionCorePackSilversingle Smite Corrupted 7.37% VoidProjectionsGoldD Axi O4 Relic 9.68%
Systems Harrow Systems Blueprint 2.01% VoidProjectionsGoldD Axi R2 Relic 9.68%


Up to date as of Hotfix 24.2.7


  • TrinityIcon272 Trinity's Blessing130xDark Blessing affects defectors, essentially making her a mobile healing beacon and is a massive advantage in any defection missions. A maximum efficiency and energy capacity build can make for a large breathing room in later stages of a defection run.
    • Likewise, Trinity's WellOfLife130xDark Well Of Life can be used in to create a temporary healing beacon. Given the mob density common in infested tilesets, a resourceful Trinity can create healing beacons along the defectors' path.
  • LokiIcon272 Loki's SwitchTeleport130xDark Switch Teleport effects individual defectors and can be utilized to cover ground very quickly given a clear line of sight. Loki can also save defectors who are stuck in their path due to the environment. The augment Safeguard Switch seems to protect from damage but not the health drain.
    • Loki's Decoy130xDark Decoy can be used to distract the infested from defectors provided it is within their vicinity. This can prove useful in a mid-tier scaled stretch of a defection run to provide a few seconds worth of relief should things go south.
    • Loki's RadialDisarm130xDark Radial Disarm Radiation b Radiation procs can create some breathing room if need be, though it is risky. Use with caution when surrounded by infested because they may still target the defectors if they are close enough.
  • NovaIcon272 Nova's WormHole130xDark Worm Hole can be used to speed up groups of defectors massively but is tricky to use. In some cases, defectors may get stuck but can usually be freed again with additional portals. Also note that certain rooms have 'checkpoints' which defectors will go to even when teleported past them.
    • Slow Nova can be quite useful for keeping the Infested off of the defectors.
  • MirageIcon272 Mirage's Eclipse130xDark Eclipse with the Total Eclipse augment can help defectors' survival on longer defection runs. An extended duration and range build is recommended to ensure a whole cluster of defectors gets the bonus per individual cast.
  • Destroying containers can drop additional powercells as well, including Large ones.
  • OberonIcon272 Oberon's Renewal130xDark Renewal can give the defectors very high health regeneration allowing them to out-heal most of the health drain they experience. This can also allow them to out-heal other damage sources such as toxin clouds, etc.
  • EquinoxIcon272 Equinox's MendMaim130xDark Mend & Maim is a powerful damage dealer and crowd control against Infested, while also providing great amounts of healing for whole clusters of survivors. Coupled with PacifyProvoke130xDark Pacify & Provoke's damage reduction potential, extremely useful on melee enemies, she can allow for the survivors to outlive even Syndicate attacks.
  • Stims are currently the only way to affect the movement speed of survivors. However their high build cost, underwhelming effect, and 30 second duration make them questionable for use.
  • KhoraIcon272 Khora's Venari130xDark Venari can be used to heal defectors and will follow them until they reach the evacuation area regardless of the distance between Khora and Venari, allowing you to leave the defectors and go rush the consoles.  
    • Strangledome130xDark Strangledome is an excellent way of dealing with the incoming infested. 
    • KhoraIcon272 Khora's movement speed boost passive is useful for traversing to and from the objectives.
  • LimboIcon272 Limbo's Banish130xDark Banish affects defectors for the duration, defectors in the Rift won't be damaged from enemies not in the Rift. It may be necessary to occasionally get them out of the Rift (by casting Banish on them while you're in the Rift yourself), as they can't be healed by Med Boosters otherwise. You could also use other ways of healing, like equipping Limbo's Haven augment or use Vazarin's Protective Dash.
    • Defectors in the Rift will still take damage over time from the air however.
    • A variant of this usage, banishing all the enemies nearby into the Rift but not defectors will also work.
  • Vazarin's Protective Dash will both heal and provide a brief immunity to survivors.


  • When running solo, there is only one squad that consists of 3 evacuees that need to be evacuated throughout the mission regardless of its rotation and amount of med boosters available.


  • The Shuttle Bay room used as the evacuation point is the same room used on Capture missions as the target's escape room.
  • Defectors who are allowed to bleed out for too long die, causing a special Infested Carrion Charger to spawn from a pod from their body. These special chargers have their own codex entry that requires 3 scans.
    • If revived and allowed to reach the bleed out stage again, defectors will instantly die and turn into said Charger upon death.