Use enemy relay stations to intercept and decode important enemy transmissions.

Interception missions have 4 relay points. Standing beside these relay stations will begin to capture the point. The enemy will spawn endlessly and attempt to take and hold their own points.

When you capture a point, it will start decoding a message. The more points you hold, the faster the decoding will occur. When you fully decode a message, you will have the option of leaving or staying to decode another. The more messages you decode, the tougher the enemies will become.

—In-Game Description

Interception is an Endless Mission type requiring players to capture and hold set locations on the map in order to intercept enemy transmissions by reaching 100% control sooner than the enemy faction does.


The map has four communication towers acting as capture locations, labelled A, B, C and D, with all of the locations starting out under enemy control. Players capture each location by standing within a tower's capture radius until the tower switches over to Tenno control, however if enemies are within the capture radius the point will be in a "Conflict" state, preventing the player from capturing said point unless all enemies in it are killed. Enemies can capture player-controlled towers by activating one of two nearby control consoles per capture point, which triggers an alarm the player can hear. If a player kills the enemy activating the console the point will not be captured. Capture Points are rewarded to the Tenno and the enemy at a rate proportional to the number of towers in their control. The goal is to control more towers than the enemy in order to reach 100 Capture Points first.

In the Archwing version of the mission, rather than accessing a control console, the capturing enemy unit will emit an orange electric beam connecting them to the communication tower when they get close enough, and both the comm tower and capturing unit will be surrounded by a red spherical field to denote that a capture is in progress. Once connected the capturing unit will continue to neutralize or capture the tower regardless of how far away they move from the tower, meaning that simply knocking away the enemy unit will not suffice to stop their progress - only killing the unit will stop the capture from finishing. Only one enemy can capture each tower, and if a capturing unit is destroyed another one in the vicinity can quickly take its place.

If the Tenno reach 100 Capture Points, the players will then be tasked with eliminating any remaining enemies, after which players can choose to claim a reward and exit or continue fighting. If the enemy reach 100 Capture Points, the Tenno fail the mission.

At the end of each round, each player will receive an option to either leave the mission individually and receive a displayed reward or to continue for more rewards against progressively harder enemies for another round. The mission is considered completed when players accept the offer to claim a reward and exit.


Planet Mission Name Faction DropTableAlias Level Tileset
Earth Gaia Grineer Interception1 1 - 6 Grineer Forest
Venus Cytherean Corpus Interception1 3 - 8 Corpus Ship
Mercury Odin Grineer Interception1 6 - 11 Grineer Galleon
Mars Alator Grineer Interception1 8 - 13 Grineer Settlement
Ceres Cinxia Grineer Interception1 12 - 17 Grineer Shipyard
Jupiter Callisto Corpus Interception2 15 - 20 Corpus Gas City
Europa Ose Corpus Interception2 18 - 23 Corpus Ice Planet
Saturn Rhea Grineer Interception2 21 - 26 Grineer Asteroid
Uranus Caelus Grineer AWInterception 24 - 29 Free Space
Uranus Umbriel Grineer Interception2 24 - 29 Grineer Sealab
Sedna Berehynia Grineer Interception3 30 - 40 Grineer Shipyard
Pluto Cerberus Corpus Interception3 30 - 40 Corpus Outpost
Eris Xini Infested Interception3 30 - 40 Corpus Ship
Void Mithra Corrupted VoidInterception4 40 - 45 Orokin Tower
There are a total of 14 Interception Missions

The majority of Interception maps use the same tiles as Defense missions. Exceptions to this are missions taking place in either Grineer Forest or Grineer Shipyard tilesets.


  • Capturing and neutralizing a tower gives 300 Affinity, while capturing all towers grants 500 Affinity. These can be doubled by using an Affinity Booster.
  • Each time 100% control is reached the players are offered a chance to either continue (resetting control and beginning another round) or exit and claim a reward similar to Defense missions.
  • Rotations are in AABC order
  • Interceptions are separated into 5 tiers:
    • Tier 1: Mercury (Odin), Venus (Cytherean), Earth (Gaia), Mars (Alator) & Ceres (Cinxia)
    • Tier 2: Jupiter (Callisto), Saturn (Rhea), Uranus (Umbriel) & Europa (Ose)
    • Tier 3: Pluto (Cerberus), Eris (Xini), Sedna (Berehynia)
    • Void (Mithra) has its own reward table
    • The Archwing interception mission has its own reward table

Rotation A Rotation B Rotation C
Mod TT 20px.png Magazine Warp 7.69% Mod TT 20px.png Deep Freeze 5.88% VoidRelicBronzeIcon64.png Meso B5 13.92%
Mod TT 20px.png Trick Mag 7.69% Mod TT 20px.png Fast Deflection 5.88% VoidRelicBronzeIcon64.png Meso B6 13.92%
Mod TT 20px.png Vitality 7.69% Mod TT 20px.png Hornet Strike 5.88% VoidRelicBronzeIcon64.png Meso C6 13.92%
VoidRelicIronIcon64.png Lith A4 7.69% Mod TT 20px.png No Return 5.88% VoidRelicBronzeIcon64.png Meso P4 13.92%
VoidRelicIronIcon64.png Lith G4 7.69% Mod TT 20px.png North Wind 5.88% VoidRelicBronzeIcon64.png Meso P5 13.92%
VoidRelicIronIcon64.png Lith I1 7.69% Mod TT 20px.png Reflex Coil 5.88% VoidRelicBronzeIcon64.png Meso S10 13.92%
VoidRelicIronIcon64.png Lith K7 7.69% Mod TT 20px.png Rush 5.88% VoidRelicBronzeIcon64.png Meso Z4 13.92%
VoidRelicIronIcon64.png Lith N7 7.69% Mod TT 20px.png Serration 5.88% Mod TT 20px.png Natural Talent 2.58%
VoidRelicIronIcon64.png Lith N8 7.69% Mod TT 20px.png Speed Trigger 5.88%
VoidRelicIronIcon64.png Lith T7 7.69% Mod TT 20px.png Target Cracker 5.88%
VoidRelicBronzeIcon64.png Meso B5 7.69% VoidRelicBronzeIcon64.png Meso B5 5.88%
VoidRelicBronzeIcon64.png Meso C6 7.69% VoidRelicBronzeIcon64.png Meso B6 5.88%
VoidRelicBronzeIcon64.png Meso P5 7.69% VoidRelicBronzeIcon64.png Meso C6 5.88%
VoidRelicBronzeIcon64.png Meso P4 5.88%
VoidRelicBronzeIcon64.png Meso P5 5.88%
VoidRelicBronzeIcon64.png Meso S10 5.88%
VoidRelicBronzeIcon64.png Meso Z4 5.88%


Module:DropTables/data last updated: Wed, 01 Dec 2021 21:21:56 +0000 (UTC) by User:Cephalon Scientia

Rotation A Rotation B Rotation C
Mod TT 20px.png Magazine Warp 10% Mod TT 20px.png Hell's Chamber 7.14% VoidRelicSilverIcon64.png Neo N16 14.29%
Mod TT 20px.png Trick Mag 10% Mod TT 20px.png Hornet Strike 7.14% VoidRelicSilverIcon64.png Neo N17 14.29%
Mod TT 20px.png Vitality 10% Mod TT 20px.png No Return 7.14% VoidRelicSilverIcon64.png Neo P2 14.29%
VoidRelicBronzeIcon64.png Meso B5 10% Mod TT 20px.png North Wind 7.14% VoidRelicSilverIcon64.png Neo P3 14.29%
VoidRelicBronzeIcon64.png Meso B6 10% Mod TT 20px.png Reflex Coil 7.14% VoidRelicSilverIcon64.png Neo T4 14.29%
VoidRelicBronzeIcon64.png Meso C6 10% Mod TT 20px.png Serration 7.14% VoidRelicSilverIcon64.png Neo T5 14.29%
VoidRelicBronzeIcon64.png Meso P4 10% Mod TT 20px.png Target Cracker 7.14% VoidRelicSilverIcon64.png Neo V10 14.29%
VoidRelicBronzeIcon64.png Meso P5 10% VoidRelicSilverIcon64.png Neo N16 7.14%
VoidRelicBronzeIcon64.png Meso S10 10% VoidRelicSilverIcon64.png Neo N17 7.14%
VoidRelicBronzeIcon64.png Meso Z4 10% VoidRelicSilverIcon64.png Neo P2 7.14%
VoidRelicSilverIcon64.png Neo P3 7.14%
VoidRelicSilverIcon64.png Neo T4 7.14%
VoidRelicSilverIcon64.png Neo T5 7.14%
VoidRelicSilverIcon64.png Neo V10 7.14%


Module:DropTables/data last updated: Wed, 01 Dec 2021 21:21:56 +0000 (UTC) by User:Cephalon Scientia

Rotation A Rotation B Rotation C
Mod TT 20px.png Magazine Warp 10% VoidRelicGoldIcon64.png Axi A13 14.29% VoidRelicGoldIcon64.png Axi A13 14.29%
Mod TT 20px.png Trick Mag 10% VoidRelicGoldIcon64.png Axi A14 14.29% VoidRelicGoldIcon64.png Axi A14 14.29%
Mod TT 20px.png Vitality 10% VoidRelicGoldIcon64.png Axi C6 14.29% VoidRelicGoldIcon64.png Axi C6 14.29%
VoidRelicSilverIcon64.png Neo N16 10% VoidRelicGoldIcon64.png Axi G6 14.29% VoidRelicGoldIcon64.png Axi G6 14.29%
VoidRelicSilverIcon64.png Neo N17 10% VoidRelicGoldIcon64.png Axi I2 14.29% VoidRelicGoldIcon64.png Axi I2 14.29%
VoidRelicSilverIcon64.png Neo P2 10% VoidRelicGoldIcon64.png Axi M2 14.29% VoidRelicGoldIcon64.png Axi M2 14.29%
VoidRelicSilverIcon64.png Neo P3 10% VoidRelicGoldIcon64.png Axi O5 14.29% VoidRelicGoldIcon64.png Axi O5 14.29%
VoidRelicSilverIcon64.png Neo T4 10%
VoidRelicSilverIcon64.png Neo T5 10%
VoidRelicSilverIcon64.png Neo V10 10%


Module:DropTables/data last updated: Wed, 01 Dec 2021 21:21:56 +0000 (UTC) by User:Cephalon Scientia

Rotation A Rotation B Rotation C
VoidRelicSilverIcon64.png Neo N16 9.09% VoidRelicSilverIcon64.png Neo N16 12.5% Aya.png Aya 22.11%
VoidRelicSilverIcon64.png Neo N17 9.09% VoidRelicSilverIcon64.png Neo N17 12.5% VoidRelicGoldIcon64.png Axi A13 10.84%
VoidRelicSilverIcon64.png Neo N17 9.09% VoidRelicSilverIcon64.png Neo P2 12.5% VoidRelicGoldIcon64.png Axi A14 10.84%
VoidRelicSilverIcon64.png Neo P2 9.09% VoidRelicSilverIcon64.png Neo P3 12.5% VoidRelicGoldIcon64.png Axi C6 10.84%
VoidRelicSilverIcon64.png Neo P3 9.09% VoidRelicSilverIcon64.png Neo T4 12.5% VoidRelicGoldIcon64.png Axi G6 10.84%
VoidRelicSilverIcon64.png Neo P3 9.09% VoidRelicSilverIcon64.png Neo T5 12.5% VoidRelicGoldIcon64.png Axi I2 10.84%
VoidRelicSilverIcon64.png Neo T4 9.09% VoidRelicSilverIcon64.png Neo V10 12.5% VoidRelicGoldIcon64.png Axi M2 10.84%
VoidRelicSilverIcon64.png Neo T5 9.09% Aya.png Aya 12.5% VoidRelicGoldIcon64.png Axi O5 10.84%
VoidRelicSilverIcon64.png Neo T5 9.09% VoidRelicGoldIcon64.png Axi A13 0.29%
VoidRelicSilverIcon64.png Neo V10 9.09% VoidRelicGoldIcon64.png Axi A14 0.29%
Aya.png Aya 9.09% VoidRelicGoldIcon64.png Axi C6 0.29%
VoidRelicGoldIcon64.png Axi G6 0.29%
VoidRelicGoldIcon64.png Axi I2 0.29%
VoidRelicGoldIcon64.png Axi M2 0.29%
VoidRelicGoldIcon64.png Axi O5 0.29%


Module:DropTables/data last updated: Wed, 01 Dec 2021 21:21:56 +0000 (UTC) by User:Cephalon Scientia

Rotation A Rotation B Rotation C
Endo64.png x250 Endo 38.72% Endo64.png x250 Endo 10% Endo64.png x400 Endo 22.56%
Endo64.png x250 Endo 38.72% Endo64.png x250 Endo 10% Endo64.png x400 Endo 9.68%
Mod TT 20px.png Automatic Trigger 2.51% Mod TT 20px.png Argon Plating 10% VoidRelicGoldIcon64.png Axi A13 9.68%
Mod TT 20px.png Combustion Rounds 2.51% Mod TT 20px.png Bleeding Edge 10% VoidRelicGoldIcon64.png Axi A14 9.68%
Mod TT 20px.png Dual Rounds 2.51% Mod TT 20px.png Electrified Barrel 10% VoidRelicGoldIcon64.png Axi C6 9.68%
Mod TT 20px.png Hollowed Bullets 2.51% Mod TT 20px.png Energy Inversion 10% VoidRelicGoldIcon64.png Axi G6 9.68%
Mod TT 20px.png Magazine Extension 2.51% Mod TT 20px.png Furor 10% VoidRelicGoldIcon64.png Axi I2 9.68%
Mod TT 20px.png Modified Munitions 2.51% Mod TT 20px.png Glacial Edge 10% VoidRelicGoldIcon64.png Axi M2 9.68%
Mod TT 20px.png Parallax Scope 2.51% Mod TT 20px.png Superior Defenses 10% VoidRelicGoldIcon64.png Axi O5 9.68%
Mod TT 20px.png Rubedo-Lined Barrel 2.51% Mod TT 20px.png Superior Defenses 10%
Mod TT 20px.png Venomous Clip 2.51%


Module:DropTables/data last updated: Wed, 01 Dec 2021 21:21:56 +0000 (UTC) by User:Cephalon Scientia


  • It is possible to stand on top of a broadcast tower by jumping on it from a higher place or Bullet Jumping.
  • Capturing all four points generates approximately 1 capture point every 2 seconds. Thus, it takes at least 3 minutes to complete 1 round.
  • The enemy will always have at least 5% captured on solo, due to the time it takes to run between towers.
  • The tile used in Sealab Tileset for both Defense and Interception missions always has Orokin Communications Relays in it, although they are in an 'inert' state during Defense missions.


  • The first round starts when players take a tower, or after 3 minutes have passed. Newer players not familiar with the tileset can take advantage of this by scouting the map and memorizing routes between towers.
  • Enemies will try to re-capture towers in the order they were taken by the players, making them predictable.
    • However they will sometimes try to take another tower if the targeted tower couldn't be recaptured for a long period of time.
    • Players can track which tower is being recaptured by looking at the blinking tower letters in the top left of the HUD.
  • Solo players can easily complete interception missions, with any Warframe, by focusing on capturing new towers instead of trying to protect captured ones. Warframe's parkour and movement speed will usually allow to capture three towers before the enemies can recapture the first one.
  • Only a limited number of enemies will spawn at any given time. It is possible to decode the message without killing any enemies.
    • It is however not recommended when doing fissure missions, as killing enemies is required to collect reactant.
      • It can be useful to let enemies take one or two towers in fissure missions to slow down the round so that players can have time to collect the ten reactants needed, especially in solo as the number of enemies is reduced.


  • Interception was introduced in Update 12.0 (2014-02-05), though it was limited to Earth until Update 13.5 (2014-05-28).
  • New Interception missions were added to other planets in Update 13.5 (2014-05-28). Additionally the update reduced the difficulty of the first round for solo players, though the difficulty will remain the same when playing with 2-4 players.
  • Interception is the only mission that can reward the player with Mod TT 20px.png Natural Talent, but it can also be obtained from Transmutation or defeating The Grustrag Three.
  • Like Defense, Survival, Defection, and Disruption, an Interception mission has the potential to last indefinitely.
  • Grineer Sealab Interception missions at Uranus will have Orokin Communications Relays instead of Grineer ones.
    • This makes it the only non-Void tileset to use said Relays.


  • Sometimes capture percentage indicators disappear. However, it is still possible to capture the locations without seeing the progress.
  • Occasionally, if you kill an enemy with a gib while they are capturing a tower, the tower will still flash as if it is still being captured, but won't actually be captured and will remain in this position until the game ends or a host migration occurs. Enemies will then ignore the tower until the same conditions occur because only one enemy can capture a tower at once and the game still registers it as being captured. This may be due to client or host lag.
    • This can also happen to all four towers at once.
  • A test mod card labeled "Ancient Retribution" may show up as a reward. The card is used by Digital Extremes for testing and does not actually represent a real mod now or in the future. Claiming the card may crash the game or cause general instability afterwards.
  • Enemies in Archwing Interception have a tendency to stick on obstacles near the edges of the map, making certain Interceptions difficult to complete without accidentally forcing an extraction.
  • Similar to "Ancient Retribution", there are rare occasion on Archwing Interception where the game shows four "NAME" items instead of the normal rewards. If this occurs it is impossible to extract, and instead the game will start the next wave with the menu interface in the way.
  • Enemies affected by MindControl130xDark.png Mind Control will still attempt to capture the objectives for the enemy.
    • Enthrall130xDark.png Enthralled enemies will capture towers for the Tenno, though this is rare.
  • The Grustrag Three may sometimes cause the mission to be unable to be completed if they are alive at 100% broadcasting.
  • Syndicate death squads can glitch enemy spawns, reducing it to near zero as long as they are left intact, with the spawn rate gradually resetting to its normal rate as the death squad units are killed off. This can be exploited to give the player an easier time as ranged death squad units often linger outside of a tower's capture radius, though they can capture it if they venture close enough.
  • Enemies in Archwing Interception will target only one tower if all towers are captured by the Tenno.
  • Sometimes the progress stops and enemies stop spawning. This bug occurs rarely and can be solved by host migration. After this, the round continues without further problems.

Patch History[]

Hotfix 30.1.1 (2021-05-05)

  • Optimized Interception missions for UI performance leaks.
  • Fixed a bug that could result in the Interception HUD missing markers for Clients when joining-in-progress.

Hotfix 29.10.4 (2021-03-23)

  • Fixed Interception objective UI indication missing from the HUD.

Hotfix 28.0.2 (2020-06-11)

  • Fixed numerous HUD script errors that could occur when playing an Interception mission.

Hotfix 27.3.11 (2020-04-09)

  • Fixed an error that could break the HUD for Clients joining Interception missions.

Update 27.2 (2020-03-05)

  • Fixed the Interception HUD breaking on rare occasions when joining an in-progress mission.
  • Fixed Clients getting a script error in Interception missions (normal and Archwing) when standing in capture circle and attempting to abort the mission from the menu.

Hotfix 25.7.4 (2019-09-05)

  • Tweaked Interception HUD by moving and aligning UI.

Update 25.7 (2019-08-29)

  • We’ve updated the Interception HUD style to provide clearer information when a Tower is being captured by you or by enemies.

Hotfix 25.3.2 (2019-07-12)

  • Corrupted Vor is now marked with a red X marker if killing him is required to progress past the 'kill enemies' stage in Interception.

Hotfix 19.5.7 (2017-01-06)

  • Changed Interception to prevent new players joining right before the round ends (it now locks the mission at the 60% mark).

Update: Specters of the Rail (2016-07-08)

Interception Changes & Fixes
  • Adjusted the enemy counts for each mission; in most cases the spawn counts were increased.
  • Improved enemy tactics to better plan assaults on player-controlled towers; by staging units ahead of time they can be more effective and draw the action to different points around the map.
  • Changed how the different types of enemy unit are sent into the fray. Historically you'd see higher-tier units mid-way through the first round and there would be no escalation after that; you should now see more infantry in the first round and then more support and heavy units if you chose to stay to intercept more transmissions.
  • Tuned the enemy tables to fix the cases where certain levels were 50% enemies that couldn't capture points (eg: Drones).
  • Corrupted Vor in T4 Interception will no longer delay the end of round countdown (just the end of round) so that if he's the last enemy you aren't stuck waiting as long.
  • Fixed the problem where low-level Interception missions were flooded with Eximus’.
  • Added an Interception Mission to Sedna, Berehynia.

Update 18.13 (2016-05-27)

  • With the new shared Tenno Affinity aura HUD indicator, Interception missions will no longer apply a Affinity radius multiplier. The HUD now clearly indicates if you are within range of your fellow Tenno to gain the shared Tenno Affinity. This change will still encourage players to spread out amongst the map, but to also be aware of the shared Affinity Limits.

Update 15.0 (2014-10-24)

  • Defense and Interception Mission rewards now stack! This removes the "inventory checkpoints" every 5 waves in Defense -- it's all or nothing now. The Reward Rotation for *Defense and Interception has also been changed (to be like Survival) as Stacking Rewards is now in place. The Rewards now rotate through the reward tiers.

Update 12.4 (2014-03-05)

  • Modified AI in Interception to balance between attacking players and capturing points better.

Update 12.0 (2014-02-05)

  • Introduced.