Missions and the War

109 missions: 88 written by hand and 21 generated on the fly by the mission computer. The handwritten ones form storylines, and the storylines are the game. They are laid out here in the order you play them — the game chains missions with control bits, one switching a flag on and the next requiring it, so the order is not a guess, it is the graph.

Governments come first because everything else hangs off them: who offers a mission, who shoots at you for taking it, and what it costs your record when they see you do it. Names in angle brackets are placeholders the engine fills in when it hands you the job — <DST> is the destination it picked, <PN> is your own pilot's name. A ×n means the game declares that same job that many times over, which is how it weights the dice rather than five separate jobs.

The choice you make without knowing you made it

Two missions appear in bars early on: Transport Confed Documents and Transport Rebel Parcels. Both are boring courier runs paying 5,000 credits. Both look like every other cargo job. Taking either one sets a flag in your pilot file that permanently closes the other side's storyline for that pilot.

This is not folklore — it is written into the data. Each one is offered only while neither flag has been set, and each sets its own on success, so once the first one completes the other can never appear again. Everything downstream — twenty-two missions on one side, twenty-one on the other — hangs off that. It is the only place on this page where the flags are worth naming: everywhere else they are translated into the missions they stand for, because b37 & !b56 is the same sentence written in a language nobody speaks.

The powers 12

Who holds what, and what each one takes off your legal record for doing something where it can see you — which is why those five columns are negative. The Rebellion charges nothing at all for smuggling or for opening fire; the Confederation charges for both.

The powers
Government Systems Worlds Missions Crime tolerance Smuggling Disabling Boarding Killing Shooting
Confederation 16 21 26 50 −3 −5 −10 −25 −3

Earth is the capital and Luna and Stardock Alpha are the naval yards. The Confederation flies four classes of warship — the patrol ship, the gunboat, the frigate and the cruiser — and the cruiser, with 800 units of shielding and a crew of over a thousand, is the largest thing in human space. Their worlds are rich and well policed, their tech levels are the highest available openly, and they take a very dim view of smuggling.

At war with Rebellion Hails you as Confed

What it asks of you

Transport Criminal · Rescue Mission · Locate Rebel Fleet · Confed Recon Mission · Rebel Pursuit · Rebel Pursuit Part 2 · Rebel Pursuit Part 3 · Rebel Pursuit Part 4 · Transport Confed Documents · Investigate Disappearances (Confederation) · Escort Confed Convoy · Extract Confed Spy · Locate Aliens (Confederation) · Destroy Alien Cruiser (Confederation) · Switch Sides · Deliver Kestrel Parts · Evacuate Civilians from <DST> (Confederation) · UGE Cargo to <DST> (Confederation) · UGE Delivery to <DST> (Confederation) · Confed Courier Operations · Intercept Rebel Convoy (part 1) · Intercept Rebel Convoy (part 2) · Stop Confed Defector · Destroy Rebel Convoy · Destroy Escort Carrier (part 1) · Destroy Escort Carrier (part 2)

See its systems → 24 named captains fly for it →

Rebellion 26 29 19 75 −10 −25

The Rebellion runs on less. Their capital is Palshife, a backwater in the Satori system that holds high command, the troop training centre and the shipyard all at once. Their strength is the Rebel Destroyer and the Rebel Cruiser, which carries an entire squadron of Manta fighters on external racks so it can launch them all at once. Where the Confederation has industry, the Rebellion has people who mean it.

At war with Confederation Hails you as Rebel

What it asks of you

Gun Running · Assassination · Rebel Defense · Rebel Special Ops · Special Ops Insertion · Special Ops Rendezvous · Transport Rebel Parcels · Investigate Disappearances (Rebellion) · Lead Rebel Patrol · Rescue Rebel Spy · Get War Records · Locate Aliens (Rebellion) · Destroy Alien Cruiser (Rebellion) · Locate Weapons Cache · Distribute Rebel Munitions · Evacuate Civilians from <DST> (Rebellion) · UGE Transport to <DST> · UGE Freight to <DST> · Astrodyne Outpost V

See its systems → 23 named captains fly for it →

Pirates 4 4 1 −20 −3 −5 −10 −3

The only flag in the game whose crime tolerance is negative: a clean record is what makes you suspicious. They hold four systems and no shipyard worth the name.

At war with Confederation Hails you as Pirate

What it asks of you

Smuggle Drugs

See its systems → 13 named captains fly for it →

Cydonian 1 1 1 100 −3 −5 −10 −20 −3

At war with Lethean

What it asks of you

Defend New Cydonia

See its systems →

Lethean 1 1 1 100 −3 −5 −10 −20 −3

At war with Cydonian

What it asks of you

Defend Lethe Prime

See its systems →

Unexplored 11 no law

Eleven worlds nobody claims. No law, no services, and the engine stores its crime tolerance as the largest number it can hold.

Hails you as Unknown

There is no law here to break. The engine stores this one's tolerance as the largest number it can hold, which is its way of saying nothing you do counts as a crime.

Astex 4 50 −3 −5 −10 −25 −3

A mining concern with its own government entry, allied to the Confederation and hostile to the Rebellion. It holds no territory at all — what it has is missions, and a side string about what it has been dumping.

At war with Rebellion Allied with Confederation

What it asks of you

Observe Antares · Capture Ore Sample · Destroy Freighters · Escape Astex

Merchants no law

The unaffiliated traders that make up most of the traffic you pass. Ninety-five of the game's named captains fly under this flag and none of them own anything.

Hails you as Merchant

There is no law here to break. The engine stores this one's tolerance as the largest number it can hold, which is its way of saying nothing you do counts as a crime.

95 named captains fly for it →

Starbound Shipping 60 −5 −10 −15 −20 −3

A freight line at war with Consolidated Express. Neither owns a world; the feud runs on missions and on the captains flying for each side.

At war with Consolidated Express Hails you as Starbound

8 named captains fly for it →

Consolidated Express 60 −5 −10 −15 −20 −3

The other half of that feud, and the enemy of United Galactic Express as well. Being disliked by two shipping lines at once is most of what the data says about it.

At war with Starbound Shipping Hails you as ConEx

8 named captains fly for it →

Derelicts 32000

Not a power: the flag the engine hangs on abandoned hulls, so that something adrift belongs to somebody.

Hails you as Derelict

17 named captains fly for it →

United Galactic Express 6 100 −3 −5 −10 −15 −20

A courier outfit with a side string of its own and a grudge against Consolidated Express.

At war with Consolidated Express Hails you as UGE

What it asks of you

Help United Galactic Express · UGE Recruitment · UGE Cargo to <DST> (United Galactic Express) · UGE Delivery to <DST> (United Galactic Express) · UGE Smuggling (variant 2) · UGE Redemption

8 named captains fly for it →

Classes with no territory 13

The engine defines these too, and nothing in the game's data places them anywhere: no systems, no worlds and no missions. Some are variants of a side that already appears above — they carry its alliances and take its name — and exist so that two ships of the same flag can behave differently.

Classes with no territory
Class Fights Sides with Captains
Militia

Mercenaries Pirates

At war with Pirates Hails you as Mercenary

Aliens

Ships have been disappearing. Both sides investigate, separately, and both eventually find the same thing: something from outside, with 1,500 units of shielding, a heavy fusion beam, four drone launchers and its own fighters. Whichever side you fly for, the storyline ends with you hunting it down. The game never explains where it came from.

Hails you as Alien

Psycho Confederation Rebellion

At war with Rebellion Hails you as Confed

Escort Rebellion Confederation

At war with Confederation Hails you as Rebel

Escort Confederation Rebellion

At war with Rebellion Hails you as Confed

Psycho Rebellion Confederation

At war with Confederation Hails you as Rebel

Psycho ConEx Starbound Shipping

At war with Starbound Shipping Hails you as ConEx

Psycho Astex Rebellion Confederation

At war with Rebellion Allied with Confederation Hails you as Astex

Traitor Confederation Rebellion

Allied with Rebellion Hails you as Confed

Psycho Aliens 10
Hunters Pirates

At war with Pirates Hails you as Hunter

NoEP Rebellion Confederation 8

At war with Confederation Hails you as Rebel

8 named captains fly for it →

The Confederate string 22

Twenty-two missions that start with a courier run and end with you killing the Alien Cruiser. Along the way you chase a stolen weapons prototype across six systems and get to keep it.

The Confederate string
Mission Step World Reputation Deadline Pays Chance
The Confederate string 22
Transport Confed Documents 1 varies Mostly Harmless 5,000 cr 25%
A man wearing a military uniform sits down at your table. “Captain <PN>, right?” he asks by way of greeting. “I’m with the Confederation Supply Bureau. Occasionally we have need of the services of merchant captains like yourself - are you interested in a little courier mission?”

For ConfederationShips along for the ride 1

The briefing
“Excellent,” says the Confederation officer. “I’ll have someone load the cargo - a set of records and documents - aboard your ship. The shipment is bound for <RST>, in the <RSY> system. Watch out for pirates along the way,” he chuckles as he turns to go.
On success
A Confederation officer accepts the documents you brought to <RST>. “The Confederation thanks you, captain,” he says. “This service will not go unnoticed by my superiors - we may have additional work for you in the future.”
Where it sits in the chain

Finishing it opens Rescue Mission, Salvage Convoy, Locate Rebel Fleet, Confed Recon Mission, Confed Covert Ops, Stop Confed Defector, Destroy Escort Carrier (part 1). It stops being offered for good once you take Transport Rebel Parcels. It is offered once per pilot: take it or refuse it, and it never comes back. Needs a legal record of 1 with whoever is offering it.

Rescue Mission 2 varies 31 d 50,000 cr 8%
A local official sits down next to you, and whispers a greeting that you can barely hear over the music. “A Confederation transport has hit a mine and is adrift in a nearby system,” he says. “Their engines and life support systems are damaged and they are in need of assistance, but we don’t have any rescue ships available. Are you interested in a little search-and-rescue mission?”

For ConfederationYour job rescue 1 ship

The briefing
The man leads you to his office. “The Confederation passenger ship <SN> has hit a gravitic mine in a nearby system and is adrift in space,” he says. “We’re not sure exactly where the ship is, but judging by the strength of the distress beacon, it’s close by. Your mission is to rescue the passengers of the <SN> and bring them safely back to <RST>. Be advised that the ship’s life support systems will only hold out for another month.”
On success
The passengers of the ill-fated <SN> bid you farewell as they exit your ship... after paying you a substantial reward, of course.
Where it sits in the chain

Comes after Transport Confed Documents. Needs a legal record of 1 with whoever is offering it.

Salvage Convoy 2 varies 5,000 cr 3%
You hear on the news report that a convoy of ore freighters travelling through the <RSY> system ran into an ion storm which disabled their engines yesterday. The guy sitting next to you is watching, too - “The crew were rescued safely, but the ore is still out there,” he says. “I hear there’s a reward for whoever salvages the cargo.” Sound like an interesting mission?

Your job rescue 6 shipsCargo 5 tonsShips along for the ride 1

On success
You are paid a small fee for salvaging the ore from the disabled convoy.
Where it sits in the chain

Comes after Transport Confed Documents. Needs a legal record of -1 with whoever is offering it.

Locate Rebel Fleet 2 varies Competent 80,000 cr 5%
A Confederation officer sits down next to you and speaks quietly to you. “Confed Intel has received reports that the Rebellion is massing its forces in preparation for renewed attacks on the Confederation,” he says. “A good pilot who won’t ask questions is needed to help locate their fleet. Are you interested?”

For ConfederationYour job observe 8 ships

You cannot abandon this one. Once it is accepted the only ways out are finishing it or failing it.

The briefing
“Our listening posts have picked up increased FTL comm traffic on Rebel command frequencies in the past week,” the officer continues. “We think this indicates that the Rebels are amassing a fleet in some secret location and preparing for a strike on one of the Core Worlds. Your mission is to find Rebel <SN> and report back here with its location. However, do not attempt engage the Rebels, for we estimate they have at least a half-dozen cruisers and destroyers assembled already!”
On success
“Well done!” says the Confederation spymaster. “Now that we know where the Rebels are building their forces, we can mount a preemptive strike and foil their efforts.” He pays you a hefty reward and leaves to catch the next military shuttle to Navy Central.
Where it sits in the chain

Comes after Transport Confed Documents. Needs a legal record of 1 with whoever is offering it.

Confed Recon Mission 2 varies Excellent 15%
A Confederation officer in the bar recognizes you as the captain of the <PSN> and invites you to his table. “Confed Intel is looking for a pilot who can fly a basic reconnaissance mission without asking too many questions,” he says. “Are you interested?”

For Confederation

The briefing
“Three days ago,” the officer tells you, “a Rebel raiding party breached the Confederation’s patrol network and infiltrated our high-security weapons research facility on <RST>, in the <RSY> system. Nothing has been heard from the facility since, though we have reason to believe that it is still intact. Your mission is to proceed to <RST> and investigate.”
On success
“Ah, finally someone has arrived to check up on us,” says the head of the <RST> research facility as he approaches you in the base’s hangar. “The Rebels knocked out our primary communications array, and we’ve been unable to make reports to the Confederation. Unfortunately, the Rebels got away with a prototype of a new weapon and all of our data on it. We’ll have more information for you soon - meet me in the bar when you’re finished in the hangar.” He hurries off to oversee repairs of the facility.
Where it sits in the chain

Comes after Transport Confed Documents. Finishing it opens Rebel Pursuit. Needs a legal record of 256 with whoever is offering it.

Confed Covert Ops 2 New Britain Excellent 60 d 40,000 cr 15%
As you sit at a rickety table in the back of the bar, two Confederation officials attempt to enlist your help in escorting a Confed spy from Rebel territory and returning him safely to this station. Will you accept their offer?

The briefing
The leader steps forward and says, “Thank you for accepting this dangerous mission. You are to proceed to <DST> in the <DSY> system to retrieve one of our covert operations specialists. You will then return to this station to drop off the spy and claim your reward. Be forewarned: Rebel forces have been alerted to the spy’s presence and will be expecting you. Also, you must return to this outpost by <DL> if the spy’s information is to be of any use to us whatsoever.”
On success
The Confederation commander commends your valiant efforts as the spy is delivered into the hands of the Confeds. The officer, obviously pleased, thanks you for your service to the confederation and rewards you with a handsome sum of 40,000 credits. He says, “Meet me in the bar in half an hour if you are interested in further missions.”
Where it sits in the chain

Comes after Transport Confed Documents. Finishing it opens Confed Courier Operations. Needs a legal record of 10 with whoever is offering it.

Stop Confed Defector 2 varies Above Average 30 d 80,000 cr 3%
A clean-shaven man who looks to be an out-of-uniform Confederation naval officer sits down next to you. “Captain <PN>?” he says by way of greeting. “Confed High command has a problem that can’t be dealt with through normal military channels. We think you’re just the mercenary captain for the job. It may be a dangerous assignment... are you interested?”

For ConfederationYour job destroy 1 shipShips along for the ride 3

The briefing
“Here’s the situation, captain,” says the Confed officer quietly. “The frigate <SN>, which was on patrol near the <RSY> system, was supposed to put into port yesterday, but is overdue. Confed intelligence gives us reason to believe that the officers and at least some of the ship’s crew are intending to defect to the Rebellion. Your mission is to locate and destroy the <SN>... leave no survivors, so that we may send a clear message to others considering this traitorous course of action!”
On success
“Well done!” says your Confederation contact. “The destruction of the traitors on the <SN> will send a clear message to others who are being seduced by the Rebellion. With the help of brave patriots like you, <PN>, we will soon root out these subversives!”
Where it sits in the chain

Comes after Transport Confed Documents. Needs a legal record of 1 with whoever is offering it.

Destroy Escort Carrier (part 1) 2 varies Competent 100,000 cr 100%
As you sit sipping a Samarian Sunset, a Confederation miltary officer sits down next to you. “Captain <PN>,” he says, “we have a slight problem with the Rebellion that we think you may be able to take care of for us. The Rebels are attempting to field a new type of warship, and we can’t allow them to go through with their plans. Are you interested in the mission?”

For ConfederationYour job destroy 1 shipShips along for the ride 2

The briefing
“Due to our continued success at disrupting their supply lines,” the officer tells you, “the Rebels are rushing into production a new type of warship, which they call an escort carrier. Our intelligence is sketchy at the moment, but we do know that they are some sort of converted freighter, like the Rebel destroyer, but they are also capable of carrying starfighters. The prototype, the <SN>, was sighted near the <RSY> system three days ago. Your mission is to locate and terminate this ship, and then return to <RST>.”
On success
The Confederation officer is waiting for you at the landing platform. “Excellent work!” he says, as he hands you your payment. “The Rebels’ laughable attempt to convert a bulk freighter into a viable escort vessel has failed miserably today. We will contact you again if we have any need for your services in the future.”
Where it sits in the chain

Comes after Transport Confed Documents. Finishing it opens Destroy Rebel Convoy, Destroy Escort Carrier (part 2). Needs a legal record of 1 with whoever is offering it.

Rebel Pursuit 3 Ruby 100%
“The Rebels have fled from the NGC-6564 system with the stolen prototype,” says the base commander as you sit down. He takes a sip from his Jynnian Tonnyx, grimaces, and continues. “Our last sighting report from our patrol ships places them on a course to <RST>. Your mission will be to proceed there and investigate.”

For Confederation

You cannot abandon this one. Once it is accepted the only ways out are finishing it or failing it.

On success
There’s a message from your Confederation contact waiting for you in the spaceport’s comm center. “The bounty hunters you encountered were probably sent by the Rebellion to prevent you from following the stolen weapons convoy,” his image says. “It seems to have worked, as they have escaped, for now. We are working on locating them again - there should be an operative waiting for you in the spaceport bar.”
Where it sits in the chain

Comes after Confed Recon Mission. Finishing it opens Rebel Pursuit Part 2.

Confed Courier Operations 3 New Britain 60 d 60,000 cr 100%
You meet a Confed officer at the bar's entrance. “We need your help in transporting sensitive data collected by our spies. You want to help out again?”

For Confederation

The briefing
“The data retrieved by the spy you escorted shows several peculiar readings. We have distributed this information along secured Confed lines, but we still can’t make heads or tails of the readings. We require your assistance in transporting this data and to the <DSY> system, where one of our pirate contacts will aid you. We have also given you a small load of tritanium ore to be used as payment for our pirate contact. You must return the pirate’s analysis to <RST> in the <RSY> system by <DL>.”
On success
The Confederation officer is duly impressed. “This report will be most helpful in the coming days. The Jericon Corporation, an independent manufacturer that supplies the Confederation, has been secretly supporting the Rebellion via a large number of interconnected trade routes. The anomalous readings detected by our spies were the result of an attempt on the part of the Jericon Corporation to mask the lidar signature of their fleet. We plan to intercept as many of these shipments as possible in an effort to cut off Rebel supplies and punish the Jericon Corporation. Be sure to stop by Confederation planets frequently to find out where, when, and how you can help us.”
Where it sits in the chain

Comes after Confed Covert Ops. Finishing it opens Intercept Rebel Convoy (part 1).

Destroy Rebel Convoy 3 varies Competent 100,000 cr 10%
A Confederation officer sits down next to you. “Captain <PN>, isn’t it?” he asks. “We have another job for you. This time the mission involves striking a Rebel freighter convoy. Are you interested?”

For ConfederationYour job destroy 5 shipsShips along for the ride 1

The briefing
“Good,” says the officer. “Here’s the situation: a small convoy of Rebel freighters will be passing through the <RSY> system in a few days - the destruction of this convoy will hamper the Rebellion’s military efforts for the next several weeks. We have received word through our spies that the convoy is being accompanied by one of the Rebels’ new escort carriers. Your mission is to completely destroy the convoy, and then meet one of our operatives on <RST> for payment.”
On success
A Confederation operative meets you at the spaceport. “Excellent work, captain,” she says. “The loss of that convoy will mean severe parts and fuel shortages for the Rebellion in the next week or two - congratulations, you have done the Confederation a great service today.” She hands you a credit chip and walks away.
Where it sits in the chain

Comes after Destroy Escort Carrier (part 1). Needs a legal record of 1 with whoever is offering it.

Destroy Escort Carrier (part 2) 3 varies Competent 100,000 cr 5%
A Confederation officer approaches you. “Captain <PN>, we have another job for you,” he says. “Another Rebel escort carrier has been sighted near the <RSY> system, and has been disrupting Confederation shipping in this region of space for the last week. We need this escort carrier eliminated so that the normal flow of supplies can be reestablished - interested in the job?”

For ConfederationYour job destroy 1 shipShips along for the ride 3

The briefing
“Good,” the officer says. “Your target is the Rebel escort carrier <SN>. Locate and destroy this ship, then return to <RST> for your payment.”
On success
“Excellent work,” says your contact. “Confederation freighters can now be routed through the <RSY> system with no fear of Rebel incursions.” He hands you a credit chip and then leaves.
Where it sits in the chain

Comes after Destroy Escort Carrier (part 1). Needs a legal record of 1 with whoever is offering it.

Rebel Pursuit Part 2 4 Sauron 100%
All these Confed officers are starting to look the same to you. “The Rebels have eluded us again,” this one says, “but we know roughly where they’re heading. Advance scouts have located them heading towards the <RSY> system, which means they’re probably planning on transferring the stolen weapon prototype to another ship at <RST> station. Follow them there to investigate, but watch out for Rebel defenders - the cruiser R.S.S. Renegade has recently been sighted in the area.”

For ConfederationShips along for the ride 6

You cannot abandon this one. Once it is accepted the only ways out are finishing it or failing it.

On success
“Thankfully you eluded the cruiser Renegade,” says the Confederation operative who meets you in the bar. “But the Rebels have used the opportunity to escape our grasp yet again. Soon we will have a fix on their current location - meet me here again soon.”
Where it sits in the chain

Comes after Rebel Pursuit. Finishing it opens Rebel Pursuit Part 3.

Intercept Rebel Convoy (part 1) 4 varies Noteworthy 60,000 cr 5%
A familiar Confederation officer approaches you as you enter the bar. “We’ve determined the route of the Jericon Corporation’s secret shipping lanes, and we want to intercept one of their convoys.” Will you help them?

For ConfederationYour job board 1 shipCargo 10 tonsShips along for the ride 2

The briefing
“There is another delivery scheduled by the Jericon Corporation within the next month. It should be leaving from Ruby, where the Jericon Corporation is based. Search the area for the Rebel Cruiser that is transporting the munitions, and disable it. Retrieve the munitions onboard, and return to <RST> in the <RSY> system. Be sure to avoid destroying the ship until you have retrieved the cargo!”
On success
“Thank you for your efforts on our behalf,” says the admiral who personally visits you as you disembark. “Your skills as a pilot have done the Confederation a great service today. Be sure to check back with us often, <PN>, as I’m sure there are many more convoys for you to track down.”
Where it sits in the chain

Comes after Confed Courier Operations. Finishing it opens Intercept Rebel Convoy (part 2). Needs a legal record of 10 with whoever is offering it.

Rebel Pursuit Part 3 5 Blackthorne 10,000 cr 100%
“Once more the Rebel traitors have escaped, but thanks to your efforts we’re closing in on them,” says your contact. “The <RSY> system, a longtime Rebel stronghold, is the thieves’ current destination. Because of the high numbers of Rebel warships in the area, we are dispatching a squadron of patrol ships to assist you - backtrack into the Farazon system to rendezvous with them. Your mission is to somehow get onto <RST> and contact another of our agents there.”

For ConfederationShips along for the ride 4

You cannot abandon this one. Once it is accepted the only ways out are finishing it or failing it.

On success
“Greetings,” says the Confederation’s agent on <RST>, after identifying himself with the proper password. “I have been authorized to tell you a little bit more about the weapon you’re pursuing - it’s called a particle beam cannon, and it has the potential to turn the tide in the war against the Rebellion. Its recovery is of the utmost importance to Confederation High Command. Meet me here again soon for further instructions.”
Where it sits in the chain

Comes after Rebel Pursuit Part 2. Finishing it opens Rebel Pursuit Part 4.

Intercept Rebel Convoy (part 2) 5 varies Noteworthy 60,000 cr 5%
A familiar Confederation officer approaches you as you enter the bar. “We’ve determined the route of the another Jericon Corporation shipping lane, and we want you to intercept another convoys.” Will you help them?

For ConfederationYour job board 1 shipCargo 10 tonsShips along for the ride 2

The briefing
“There is another delivery scheduled by the Jericon Corporation within the next month, and it should be leaving from Arrakis. Search the area for the Rebel Cruiser that is transporting the munitions, and disable it. Retrieve the munitions onboard, and return to <RST> in the <RSY> system. Be sure to avoid destroying the ship until you have retrieved the cargo!”
On success
“Thank you for your efforts on our behalf,” says the admiral who personally visits you as you disembark. “Your skills as a pilot have done the Confederation a great service today. Be sure to check back with us often, <PN>, as I’m sure there are many more convoys for you to track down.”
Where it sits in the chain

Comes after Intercept Rebel Convoy (part 1). Needs a legal record of 10 with whoever is offering it.

Rebel Pursuit Part 4 6 Clotho Prime 100%
“We have traced the Rebel thieves to their final destination,” says the Confederation spy who is again waiting for you in the bar. “They intend to transfer the stolen particle beam to their research facility on Palshife, in the Satori system. You must recover the weapon before their freighter gets to Palshife, and then bring it immediately to our nearest garrison, on Hodgson’s World.”

For ConfederationYour job board 1 shipShips along for the ride 6

You cannot abandon this one. Once it is accepted the only ways out are finishing it or failing it.

On success
“Well done!” the Confederation garrison commander of <RST> tells you. “You have returned the stolen particle beam to the Confederation. As a token of our gratitude, we wish for you to have the prototype. Your ship can be our first operational test of this new weapon. Meanwhile, our shipwrights will begin work on a new class of heavy cruisers that will be armed with this weapon.”
On failure
“We’re all very disappointed,” says the commander of the Confederation garrison. “The recovery of the particle beam would have meant the end of the Rebellion. As it is, they may have transmitted enough data to their research facility for them to be able to build their own particle beams in a few years, which would be most unfortunate indeed.”
Where it sits in the chain

Comes after Rebel Pursuit Part 3. Finishing it opens Investigate Disappearances (Confederation).

Investigate Disappearances (Confederation) 7 varies Deadly 25%
As a man at the bar stands up to leave, he drops a datacrystal in your uniform pocket and gives you a significant look. You quietly slip the crystal into your reader, and find the message “Tunnel seven in one hour.” Do you follow the instructions and go to tunnel seven?

For ConfederationYour job observe 1 ship

The briefing
After wandering around for almost a full hour trying to find it, you finally chance upon maintenance access tunnel 7. The man from the bar is waiting for you inside. “Greetings, captain,” he says as he shows you his Confed Intelligence Bureau credentials. “I’ll get right to the point - we’ve been losing ships in the Risa system for the past five months. You’ve been chosen for this mission because of your outstanding record. Go to the Risa system, gather what information you can, and proceed to <RST> for further orders.”
On success
“Welcome to <RST>,” says your contact at the Confed naval base there. “Obviously, you didn’t solve the mystery of the disappearing ships, but I’m sure we’ll figure out the cause soon. We have another mission for you coming up - meet me in the spaceport bar for further orders.”
Where it sits in the chain

Comes after Rebel Pursuit Part 4. Finishing it opens Escort Confed Convoy. Needs a legal record of 1024 with whoever is offering it.

Escort Confed Convoy 8 Hodgson's World 100%
Your Confed contact is waiting for you in the bar. “Your next mission will be to escort a Confederation freighter convoy through the Risa system,” he says.

For ConfederationShips along for the ride 1

The briefing
“A convoy of three Confed light freighters carrying industrial goods to the <RSY> system will be passing through this sector this week,” your contact tells you, “and we don’t want them to fall victim to whatever has been making ships disappear in the Risa system. Rendezvous with the convoy in the Kathoon system, and escort them safely to <RST>.”
On success
“There seems to be something important going on,” says the anonymous Confederation communications officer who meets you in the landing bay. “There’s a priority-one message waiting for you in the spaceport bar.”
Where it sits in the chain

Comes after Investigate Disappearances (Confederation). Finishing it opens Extract Confed Spy.

Extract Confed Spy 9 New Ireland 100%
You access the bar’s comm panel and read the encrypted message waiting for you: “From Adm Sykes, CSN / To Capt <PN> / Your help requested for a mission of utmost importance. Mission is an excursion deep into enemy territory to extract an operative of the Intelligence Bureau. Successful completion of this mission is vital repeat vital to the future of the Confederation.”

For ConfederationShips along for the ride 5

You cannot abandon this one. Once it is accepted the only ways out are finishing it or failing it.

The briefing
Your interest piqued, you continue reading: “CBI special agent Sheridan has implemented a successful infiltration of the Rebel high command for the last year. The data he has collected is now of the utmost importance to the Confederation. Fight your way through Rebel patrols to <DST> to rescue agent Sheridan, then proceed ASAP to a briefing before the Confed Joint Chiefs on <RST>. Good luck, captain! / Signed Adm Sykes, CSN.”
On success
“Thanks for saving my bacon on <DST>, friend,” agent Sheridan tells you. “Another minute and I’d have been space toast. I need to give a briefing for the Joint Chiefs in a minute, but I’m sure they’ll want to talk to you next. Just wait in the bar and I’ll make sure someone comes to get you.”
Where it sits in the chain

Comes after Escort Confed Convoy. Finishing it opens Locate Aliens (Confederation).

Locate Aliens (Confederation) 10 Mars 100%
A Confederation Navy yeoman comes looking for you. “Captain <PN>? Admiral Sykes will see you now.” Do you go with him?

For ConfederationYour job observe 1 ship

You cannot abandon this one. Once it is accepted the only ways out are finishing it or failing it.

The briefing
“Ah, <PN>, at last we meet,” says Admiral Sykes as you’re ushered into his office. “I’ve heard quite a bit about your career - especially that Ruby affair.” He pauses for a second. “The aliens are back, captain. The Rebels have been tracking an alien warship - one that was presumed destroyed in the Great War - moving through the Fringe systems. Your mission is to pinpont the aliens’ location for us; we think they’re on the move toward the Trugati asteroid belt. Find the aliens - do not engage them - and return here immediately.”
On success
“Well done!” Admiral Sykes greets you as you exit your ship. “We now know what we’re dealing with - an alien battlecruiser that was missing and presumed destroyed, which we think has been hiding out on the edge of explored space since the end of the War. We’re throwing together whatever ships we can to fight this alien menace - I’ll meet you in the bar when I know more.”
Where it sits in the chain

Comes after Extract Confed Spy. Finishing it opens Destroy Alien Cruiser (Confederation).

Destroy Alien Cruiser (Confederation) 11 Mars 10,000,000 cr 100%
Admiral Sykes looks a bit out of place in the spaceport bar. “Captain, you’re not a Navy officer, so I can’t order you to accept this mission. However, you’re the best hope we’ve got, so I’m asking you... will you help us eliminate the aliens?”

For ConfederationYour job destroy 1 shipShips along for the ride 1

You cannot abandon this one. Once it is accepted the only ways out are finishing it or failing it.

The briefing
“Outstanding, I knew you’d do it,” the admiral says. “We’ve managed to free up a cruiser, the U.S.S. Agamemnon, from deepspace patrol duty to act as a military escort for you. Long-range probes indicate that the aliens have moved from where you spotted them - possibly toward the Trugati Asteroid Belt. Dozens of ships like these laid waste to entire planets during the Great War - I’m sure I don’t need to tell you the threat that this one represents to the human race. Locate the alien battlecruiser, and terminate with extreme prejudice. Good luck!”
On success
The entire spaceport is buzzing with the news of your victory. Admiral Sykes makes sure to congratulate you. “We can’t thank you enough, captain!” he shouts, shaking your hand warmly. “However, I will personally see to it that you receive adequate compensation for your valiant efforts, as well as the services of the Terran Naval Shipyards on Luna; I’ll make sure you’ll be able to purchase your own Confed warships. Again, on behalf of the entire Confederation, I thank you!”
Where it sits in the chain

Comes after Locate Aliens (Confederation).

The Rebel string 21

Twenty-one missions run out of Palshife: smuggling, commando insertions onto Luna, the Astrodyne Outpost, and the same Alien Cruiser at the end of it — for a much better ship.

The Rebel string
Mission Step World Reputation Deadline Pays Chance
The Rebel string 21
Transport Rebel Parcels 1 varies Mostly Harmless 5,000 cr 25%
A woman wearing a military uniform sits down at your table. “Captain <PN>, right?” she asks by way of greeting. “I’m with the Rebellion’s supply staff. We often call upon merchant captains like yourself to bolster our small courier fleet. Are you interested in a little courier mission?”

For RebellionShips along for the ride 1

The briefing
“Great,” says the Rebel officer. “I’ll have someone load the cargo - small packages, mostly, along with some documents - aboard your ship. The shipment is bound for <RST>, in the <RSY> system. Watch out for pirates along the way,” she chuckles as she turns to go.
On success
A Rebel officer accepts the parcels you brought to <RST>. “The Rebellion thanks you, captain,” he says. “This service will not go unnoticed by my superiors - we will certainly have additional work for you in the future.”
Where it sits in the chain

Finishing it opens Gun Running, Assassination, Rebel Defense, Rebel Interdiction, Rebel Special Ops, Rebel Recon, Astrodyne Outpost Recruitment. It stops being offered for good once you take Transport Confed Documents. It is offered once per pilot: take it or refuse it, and it never comes back. Needs a legal record of 1 with whoever is offering it.

Gun Running 2 varies Above Average 250,000 cr 15%
A cloaked figure approaches you and motions for you to follow him. “You could help the Rebellion with our cause,” he says, “by capturing a shipment of munitions and smuggling it out of this system.” Do you accept his invitation?

For RebellionYour job board 3 shipsCargo 10 tonsShips along for the ride 2

The briefing
The shadowy figure gives you your assignment: “A small convoy of Confederation freighters will be passing through this system soon. Ambush them and steal the munitions they have on board, then take them to <DST> in the <DSY> system. I guarantee we’ll make it worth your while.”
On success
A small band of Rebels unload the munitions from your ship. “Thank you, friend,” says their leader, “you have done the Rebellion a great service, one which we will not soon forget.”
Where it sits in the chain

Comes after Transport Rebel Parcels. Needs a legal record of -1 with whoever is offering it.

Assassination 2 varies Above Average 75,000 cr 8%
A man who looks to be a Rebel operative hints that a Confederation official will be travelling through this region soon. “It would be most unfortunate,” he says, “if he were to meet with an... accident.” Do you take him up on his offer?

For RebellionYour job destroy 1 shipShips along for the ride 4

The briefing
“A member of the Confederation Senate will be travelling in a passenger ship through this region in a few hours,” the Rebel informs you. “If you succeed in destroying his ship, the Rebellion will pay you... most handsomely.”
On success
“Well done!” says your Rebel contact. “We will certainly remember this in the future; we may have further use for your services.”
Where it sits in the chain

Comes after Transport Rebel Parcels.

Rebel Defense 2 varies Average 100,000 cr 10%
The Rebel officer sitting next to you receives a communication on his wristphone, listens for a second, and then looks aghast. He stands up and addresses the crowd. “<RST> has fallen under surprise attack by Confederation warships!” he shouts. Will you help the Rebels?

For RebellionYour job chase 5 ships

On success
A Rebel officer thanks you heartily. “My friend, you have done us a great service today, one which we will not soon forget. We could use more pilots like you!”
Where it sits in the chain

Comes after Transport Rebel Parcels.

Rebel Interdiction 2 varies Competent 30,000 cr 15%
“A Confederation convoy will be passing through this system soon,” says a voice in your ear. You turn around - a cloaked Rebel operative is standing behind you. “The Rebellion would be willing to reward the pilot who causes the convoy to meet with an ‘unfortunate accident.’ Are you interested?”

Your job destroy 3 shipsShips along for the ride 4

On success
A woman approaches you and hands you a package. “Thank you, friend,” she says before leaving. It is only after you open the package and find the payment for your interdiction mission hidden inside do you realize that the woman was another Rebel operative. They seem to be everywhere these days...
Where it sits in the chain

Comes after Transport Rebel Parcels.

Rebel Special Ops 2 varies Excellent 15%
A man wearing a Rebel commander’s uniform approaches you and inquires as to whether you are interested in “a little special operations work for the Rebellion.”

For Rebellion

The briefing
“We need more intelligence on Confederation warship construction plans if we are to secure our hold on the Fringe regions,” says the Rebel. “To gather this data, we have decided to insert a commando team onto the Earth’s moon and have them infiltrate the Terran Naval Yards research facility there. To do this without attracting attention, we need to transport the commando team to Luna in a harmless-looking civilian ship. Your first mission will be to take these orders to <RST> and pick up the special-ops team.” The commander chuckles. “I hear the wireheads on <RST> have cooked up a new toy for you to play with.”
On success
“In the past few years,” continues the garrison commander, “our scientists have made great strides in subspace interference technology, and recently we completed construction of our first prototype cloaking device. Given the sensitive and extremely important nature of this mission, we’ve decided to install it in your ship. It should be ready to go by the time you’re ready to depart on the next leg of your mission. Meet me in the spaceport bar when you’re all set to leave.”
Where it sits in the chain

Comes after Transport Rebel Parcels. Finishing it opens Special Ops Insertion. Needs a legal record of 256 with whoever is offering it.

Rebel Recon 2 Levo Competent 30 d 40,000 cr 8%
A short, stocky Rebel officer approaches you as you sit down at the bar. He asks you if you are interested in doing some reconnaissance work for the Rebellion. “So, what do you say?”

Your job observe 5 ships

The briefing
“Thanks for volunteering,” says the Rebel officer. “We’ve heard rumors of a fleet of Confed warships amassing near this system, probably to demonstrate the Confed Navy’s power to frighten us into submission. We need your help locating them. If our sources are reliable, you’ll find the Confederate ships nearby. You need not engage them; just scan them and return to this location. Oh, and you only have about fifteen days before their scheduled time of attack...”
On success
You are greeted by the Rebel officer and a tall assistant as you maneuver your starship onto <RST>’s landing pad. “Thanks, <PN>,” says the assisant as he downloads your sensor data. “I’m sure we’ll be calling on your services again in the future.”
Where it sits in the chain

Comes after Transport Rebel Parcels. It stops being offered for good once you take Deliver Refined Toxins. Needs a legal record of 1 with whoever is offering it.

Astrodyne Outpost Recruitment 2 Palshife Dangerous 50,000 cr 15%
A Rebel officer approaches you. “Captain... we need your help,” he says. “Are you willing to do a little ‘pickup’ for us?”

The briefing
The Rebel Commander gives you your briefing. “We’ve got a spy on Earth that we need to get out. We think her cover may have been blown and she’s got information that’s just dangerous and important enough that she can’t transmit it over sub-space. Go to Earth and pickup the spy, and then return her to Palshife. We may have further instructions for you if you’re willing.”
On success
“Thank you, Captain,” the Rebel officer says. “The <PSN> will always be welcome in this system. The spy had even more sensitive information than we first thought. If you’re willing to continue working for us, meet me in the bar.”
Where it sits in the chain

Comes after Transport Rebel Parcels. Finishing it opens Astrodyne Outpost I. Needs a legal record of 64 with whoever is offering it.

Special Ops Insertion 3 Palshife 100%
“The special-ops team is in place aboard your ship, and the cloaking device is almost installed,” says the garrison commander. “As soon as you’re ready to leave, the secret mission can begin. Are you all set?”

For RebellionShips along for the ride 5

You cannot abandon this one. Once it is accepted the only ways out are finishing it or failing it.

The briefing
“The cloaking device has been installed,” the garrison commander informs you. “It will render you invisible on all known scanners for short periods of time, but there have been some problems with the power consumption of the degenerator matrix. While in use, the cloak will draw power from your shield and weapon systems, as well as siphoning fuel from your tanks to feed the subspace vortex compensators. Use it wisely, but just get the commandos onto <DST>!”
Where it sits in the chain

Comes after Rebel Special Ops. Finishing it opens Special Ops Rendezvous. Needs a legal record of 1 with whoever is offering it.

Astrodyne Outpost I 3 Palshife 20,000 cr 100%
The Rebel officer shakes your hand. “I see we didn’t scare you off with the first mission,” he laughs. “We need to get a Rebel SEAL team to Port Oread. Will you take the mission?”
The briefing
“Our spy has informed us that there is a scientist on Ruby that wishes to defect,” the Rebel officer says. “Sources say that the scientist has a great deal of useful information, including something very juicy regarding the abandoned Astrodyne Outpost. We’ve got a SEAL team ready to go. Their equipment is en route. Take them to Port Oread in the Tiber system. Meet the SEAL commander in the bar a day or two later if you wish to continue the mission.”
On success
“Thanks for the ride, Captain,” the SEAL commander says. “Meet me in the bar if you wish to continue this little adventure. The rest of the mission will probably be dangerous, but I’m sure the <PSN> can handle it.”
Where it sits in the chain

Comes after Astrodyne Outpost Recruitment. Finishing it opens Astrodyne Outpost II.

Special Ops Rendezvous 4 Mars 150,000 cr 100%
You see Major Davies and his men sitting at a table in the back of the bar. He motions for you to come over. Do you approach his table?

For RebellionShips along for the ride 5

You cannot abandon this one. Once it is accepted the only ways out are finishing it or failing it.

The briefing
“We got the data we needed,” whispers Major Davies as you sit down. “And we got off Luna all right, but I think they may be onto our trail. Let’s hurry up and get into your ship before we’re spotted. The nearest freeport is <DST>, so I’ve arranged for someone to meet us there.”
On success
Major Davies and his men exit your ship after thanking you for safe passage to and from Sol. The Rebel liason, after carefully safeguarding the stolen data, informs you of your payment: “In addition to the small fortune that we’ve put into your bank account, we’ve decided to let you keep the prototype cloaking device. We hope you will continue to use it in a manner which will aid the Rebellion in its fight against the Confederation.”
Where it sits in the chain

Comes after Special Ops Insertion. Finishing it opens Investigate Disappearances (Rebellion).

Astrodyne Outpost II 4 Port Oread 50,000 cr 100%
The SEAL team leader approaches you in the bar. “You need to get to Ruby. We’re not going with you for this portion of the mission, but it should be a simple pickup. Can you do it?”

The briefing
“OK... here’s the story,” the SEAL commander begins. “There’s a scientist on Ruby disillusioned by the Confederation’s promises of peaceful intents. He’s got information on the Astrodyne Outpost. We thought the outpost had been completely ‘wiped’ when the ’Feds deserted it. Aparently, this may not be the case. That facility could hold a bulk freighter’s worth of information about weapons research. Go to Ruby, get the scientist out, and return here. We’ve still got maybe a week’s worth of work to do on our equipment. Damn ‘common carriers’ knocked the hell out of our stuff! Anyway...get the scientist and get back here ASAP.”
On success
“I’m sorry about the 'Feds, Captain,” apologizes the SEAL commander. “I had no idea that this scientist knew so much. They’re on to us now, though. I hope that <PSN> is as fast as you say she is. You better have your laser sights aligned, too. The rest of this mission is going to be a hell of a ride. I’d like to debrief this scientist first, but it’s obvious the ’Feds know we're on to them. We’ll have to get to the Outpost first and hope they don’t blow it to bits while we’re still on board. We’ll meet you in the bar.”
Where it sits in the chain

Comes after Astrodyne Outpost I. Finishing it opens Astrodyne Outpost III.

Investigate Disappearances (Rebellion) 5 varies Deadly 25%
A Rebel officer sitting across the room keeps making eye contact with you. As he gets up to leave, he drops a cocktail napkin on your table. Scrawled on it are the words “DB94 in 1 hr.” Do you follow a hunch and go to docking bay 94?

For RebellionYour job observe 1 ship

The briefing
Docking Bay 94 is dimly-lit and seemingly deserted. It takes you a few seconds to notice that the Rebel officer is standing in the shadows, waiting for you. “Thank Zarquon,” he says. “I was beginning to think you wouldn’t come. We have a very special and delicate mission, captain, and your outstanding record in the past prompted us to call upon you. We’ve been losing ships in the Nexus system for the past four months, and we want to know why. Go there and find out any information you can, then go to <RST> for further orders.”
On success
“Greetings, captain,” says the Rebel officer who meets you at <RST>’s planetside spaceport. “We’re disappointed that you didn’t solve the mystery of the disappearing ships, but we weren’t really expecting to have the answer this soon. We’ve got another plan - meet me in the bar in a couple hours and I’ll give you your next assignment.”
Where it sits in the chain

Comes after Special Ops Rendezvous. Finishing it opens Lead Rebel Patrol. Needs a legal record of 1024 with whoever is offering it.

Astrodyne Outpost III 5 Port Oread 1,000,000 cr 100%
The SEAL team leader meets you in the bar and asks, “Are you ready to go?”

The briefing
The SEAL commander looks worried. “Alright. This is it,” he says. “I quickly spoke with the scientist. He’s got codes to the computer core on the Outpost. It was supposed to have been destroyed, but, apparently, the virus they put into their own computer system was disabled by a latent virus protection program that no one knew was there. Until now. Much of the data on the facility was destroyed, but some still remains. My superiors want that data at all costs. We need to get the outpost and back to Palshife with any of the data we can recover. This is not going to be fun. The Confeds know we’re coming. The good news is that we should be able to get in and out quickly.”
On success
“Captain... I don’t know what to say,” the Rebel officer says. “The story of your bravery and that of the crew of the <PSN> will be told for many years. The data that you helped us recover is still being analyzed, but we may have hit the jackpot. There are preliminary plans for several new weapon systems that the Confederation has been working on. These should help us to even the playing field a little. I’m sure you’ll find your reward suitable. Thank you, again. Don't forget to look us up if ever you need more work.”
Where it sits in the chain

Comes after Astrodyne Outpost II. Finishing it opens Astrodyne Outpost IV.

Lead Rebel Patrol 6 Sirgil III 100%
“Hello again, captain,” says the Rebel officer you met earlier. “Our new plan is to send a squadron of Manta fighters on a sweep through the sector of space around the Nexus system - you will lead this patrol”

For RebellionYour job observe 2 shipsShips along for the ride 4

The briefing
“Good,” he says. “Make a pass through Nexus and the surrounding systems. You will jump into each system first, and Red squadron will drop in just behind you to provide cover. Come back here when you’re finished.”
On success
“Welcome back,” says your Rebel briefier. “That’s two patrols now you’ve done for us in that sector of space, and twice you’ve come up empty. Aside from the usual pirate and Confed activity, that sector is as quiet as usual... it’s very strange. We have an idea, though - meet me in the bar in a few hours and I’ll tell you all about it.”
Where it sits in the chain

Comes after Investigate Disappearances (Rebellion). Finishing it opens Rescue Rebel Spy.

Astrodyne Outpost IV 6 Palshife 50,000 cr 50%
The Rebel officer from the Astrodyne Outpost missions is in the bar. He waves you over to his table and asks if you’re willing to accept another job. Interested?

Ships along for the ride 3

The briefing
The officer welcomes you back to Rebel space and begins the briefing. “We’ve recovered some very important information from the data you helped us obtain. That data suggested a Confederation secret weapons testing facility exists on an uninhabited world, P-0805. We sent our SEAL team in again, but have lost contact with them and their vessel. We think they’re still alive on a surface but they must be on the run or in hiding. The system is heavily patrolled. We need you to land on P-0805 and rendezvous with the SEAL team. Then, get them home to Palshife. We’ll try to have some ships meet you in the system for cover so that you can land and get out again.”
On success
“We owe you again, Captain,” the Rebel officer says. “Not only did we get confirmation of the facility, but the SEAL team was able to set delayed activation charges at the facility.” He shows you a small transmitter device and inputs a command to the device. The officer smiles, “I just set off the devices via a coded, subspace transmission. That should set the Confederation back a few years.” He calls over the servbot and orders another round of drinks.
Where it sits in the chain

Comes after Astrodyne Outpost III. Finishing it opens Astrodyne Outpost V.

Rescue Rebel Spy 7 Sirgil III 100%
“Captain, your next mission will be a tough one. We’ve had a spy in the Confederation government for a couple of years now. In order to determine whether or not this is some sort of Confederation trick, we need to extract him from Confed space and find out what he’s learned. Feel up to it?”

For RebellionYour job rescue 1 shipShips along for the ride 4

You cannot abandon this one. Once it is accepted the only ways out are finishing it or failing it.

The briefing
“You wouldn’t have been so quick to volunteer if I’d have told you all the details,” he says. “Talmadge Renyolds had orders to close down his intelligence operation and get back to Rebel space. He stowed away on a Confed transport... and that’s the last we heard of him. Our last report from him said that he had been discovered while the transport was in the Barnard system, and that he had managed to disable the ship and subdue the flight crew. We assume he is still alive, so your mission is to rescue him and carry him safely to Rebel HQ on <RST>. The Confeds will surely be hot on your trail. Good luck!”
On success
Talmadge Renyolds thanks you personally as he exits your ship. “Without you,” he says, “I would not be able to convey my important information to the High Command. Thank you, captain. Someone will meet you in the bar with further orders.”
Where it sits in the chain

Comes after Lead Rebel Patrol. Finishing it opens Get War Records.

Astrodyne Outpost V 7 Palshife 25%
The Rebel officer from the Astrodyne Outpost missions approaches you in the bar. “We have one more mission for you,” he says. “Are you willing to help us one more time?”

For RebellionYour job board 1 shipShips along for the ride 6

The briefing
“It seems that the explosions on P-0805 didn't destroy the whole facility,” the Rebel officer begins. “They crippled it, but didn’t destroy all the data. More importantly, one of the weapon prototypes has survived. A spy has informed us that the Confederation plans to move the prototype to Ruby. They’re shipping it on an executive transport in an attempt to make the transfer with as little fanfare as possible. The transport will probably be guarded, but we’re not sure. Search the systems near Ruby. Find the transport. Board it and recover the weapon, then return here.”
On success
“We're getting in the habit of thanking you, Captain,” the Rebel officer says with a smile. “The ‘weapon’ turned out to be a modified, longer-range version of a standard space tug’s tractor beam. We’re not sure why the Confeds were considering it an offensive weapon, so we’re going to let you perform an operational evaluation of it for us. We’ll install it on your ship - maybe you’ll find a suitable combat use for it.”
On failure
“Unfortunately, you destroyed the weapon, Captain,” the Rebel officer says, shaking his head. “However, at least the ’Feds didn’t get it. Without the weapon, we can’t pay you, though. Thank you for all your assistance.”
Where it sits in the chain

Comes after Astrodyne Outpost IV.

Get War Records 8 Palshife 100%
“<PN>!” booms a familiar voice from across the room. “Never thought I’d see you again.” Your recognize the man speaking your name as Major Davies - it’s now Admiral Davies, judging by his rank insignia - the leader of the special operations team you help insert onto Luna. “We’ve got trouble, my friend,” he says. “And if I’m right, it’s going to be a real life-or-death fight. Are you willing to join us?”

For Rebellion

The briefing
Admiral Davies leads you to his office. “My friend, the aliens are back,” he tells you bluntly. “There’s no other explanation for it. The data Talmadge Renyolds brought back to us indicates that the Confeds have had no unusual warship activity in the Nexus system in the past year, and pirate activity alone couldn’t account for the number of ship’s we’ve lost. High Command agrees with me, and I’ve been authorized to send you to <DST> to retreive information from the archives there. Return back here as fast as you can!”
On success
Admiral Davies himself is waiting for you at the spaceport. “If this data confirms my hunch,” he says, “then we’re in deep trouble.” I’ll meet you in the bar when I and my staff have had a chance to go over the information.”
Where it sits in the chain

Comes after Rescue Rebel Spy. Finishing it opens Locate Aliens (Rebellion).

Locate Aliens (Rebellion) 9 Palshife 100%
Admiral Davies is waiting for you in the bar, “It’s worse than I feared,” he says. “It’s time for another patrol mission.”

For RebellionYour job observe 1 shipShips along for the ride 4

You cannot abandon this one. Once it is accepted the only ways out are finishing it or failing it.

The briefing
“Are you up on your Great War history?” the Admiral asks. “During the War, we thought all alien ships had been accounted for. Well, it turns out that an alien battlecruiser that was listed as ‘missing, presumed destroyed’ was only missing after all. We think it’s been hiding out deep in the Serpens nebula all these years, and now it’s decided to strike. It’s moving away from the nebula now, probably toward the Trugati asteroid belt. I’m sending a Manta squadron along with you for escort - locate the aliens, but don’t engage them! Report back here on the double when you’ve pinpointed their position.”
On success
“I’ve got some good news for once,” says Admiral Davies as you land. “Now that we’ve located the aliens, we can cut them off before they can reach one of the outer colonies or Fringe worlds. Meet me in the bar in one hour - I think I’ll have some help scraped up for you by then.”
Where it sits in the chain

Comes after Get War Records. Finishing it opens Destroy Alien Cruiser (Rebellion).

Destroy Alien Cruiser (Rebellion) 10 Palshife 10,000,000 cr 100%
Admiral Davies meets you in the spaceport bar. “We’ve managed to assemble a small fleet of escorts for you,” he says, “but destroying this alien battlecruiser will still be a virtual suicide mission. Are you ready for this?”

For RebellionYour job destroy 1 shipShips along for the ride 2

You cannot abandon this one. Once it is accepted the only ways out are finishing it or failing it.

The briefing
“Good,” the Admiral says. “The cruisers Hyperion and Fearless will accompany you for this mission. We think the alien battlecruiser has moved somewhat since you sighted one of its fighter escorts; it seems to prefer sticking to uninhabited systems until it strikes. Find the aliens, engage them, and leave none alive! I sure wish I were going with you - hopefully you’ll make it back here in one piece. Good luck and Godspeed!”
On success
The scene at the <RST> spaceport is one of jubulation and wild celebration. “You did it!” shouts Admiral Davies. “Captain, we don’t know how to thank you enough. However...” he winks, “I have managed to persuade High Command to divert 10 million credits into your bank account. And if that’s not enough, they’re also willing to let you purchase ships from our shipyard facility here on <RST> - you’ll be the only merchant captain with your own Rebel cruiser!” he chuckles. “Again, on behalf of the Rebellion and the human race, you have my sincerest thanks.”
Where it sits in the chain

Comes after Locate Aliens (Rebellion).

Side strings 31

Not everything here is about the war. The shipping corporations run their own feuds, a mining company is poisoning a planet and hoping nobody notices, and a clan of bounty hunters is recruiting. None of these care which side you picked.

Side strings
Mission Step World Reputation Deadline Pays Chance
The Artemis Group 6
Ferry Passenger to <RST> 1 varies Dangerous 30,000 cr 5%
An old man in tattered clothes approaches you. “Greetings, my friend,” he says. “My name is Lucas. I need safe passage to <RST> in the <RSY> system. I will reward you well when we land. Are you interested?”

The briefing
“There are some pirates who do not want me to get to <RST>,” the old man tells you. “I have heard that you are just the pilot to get me there, though. I am entrusting my life to you.” Your passenger enters your ship and straps himself in, then falls asleep.
On success
Lucas wakes up and strides off your ship. Even in his tattered robes you realize he looks like a leader. “Thank you for the safe trip, my friend,” he says. “You are indeed the excellent pilot we were told you were. My group could use your services. Next time you are in the Sirius system stop by the bar on Sirius Station. One of my group is always there. Just ask for me.” Then Lucas slips into the crowd and disappears.
Where it sits in the chain

Finishing it opens Retrieve Data. It is offered once per pilot: take it or refuse it, and it never comes back.

Retrieve Data 2 Sirius Station 50,000 cr 100%
Remembering your strange passenger, you ask the bartender if Lucas is around. He doesn’t know what you are talking about, but a dark haired man in flowing robes approaches you. “We were told by Lucas that you would come here, <PN>,” he says. “We need someone to pick up some documents. Are you interested?”

The briefing
The man in the robe takes you into a back room before continuing. “I am a member of a secret organization known as The Artemis Group. Our mission is one of peacekeeping and neutrality. We are paid by large corporations, and use behind-the-scenes methods to make sure that all of the various factions in the galaxy stay roughly equal. Right now I need you to retreive some secret documents from our agent on <DST>. Once you have them, return here and we will pay you for your services.”
On success
The dark haired man in the robes meets you at the docking facility. He takes the card, puts it in a reader, and quickly scans it. “It’t just as we feared,” he says. “The pirates are starting to unite under a new leader.” He shows you the screen, with a photo of a man and a short bio displayed on it. “We’ve known for a few weeks that the pirates are preparing for something big. I will relay this information to Lucas... He may need your help on this. He is on Dune in the Arrakis system right now.”
Where it sits in the chain

Comes after Ferry Passenger to <RST>. Finishing it opens Rescue Agent.

Rescue Agent 3 Dune 50,000 cr 100%
You recognize the man sitting at a dark booth on the other side of the bar as Lucas. As you approach him, you notice that he is reading a handheld display with an expression of great concern. Without looking up he says, “So, <PN>, we meet again. My agents have informed me of your help with the retreival of certain vital documents. We have another problem, though. Are you willing to accept another job from the Artemis Group?\q

Your job rescue 1 shipCargo 1 tonsShips along for the ride 5

The briefing
“Your assistance is appreciated,” Lucas says. “A ship in the <RSY> system has been disabled by pirates. Luckily the pirates didn’t realize that one of my agents was on board. He can’t hide forever, though, and the pirates will most likely return to finish the job. I need you to go get that agent off the ship as soon as you can. I will meet you on <RST> as soon as you have rescued him.”
On success
Lucas meets you as you open the hatch to your ship. The young man that you rescued, who you learned on the short trip to <RST> was Lucas’s son Joseph, shakes his father’s hand warmly. “I thought I went to rescue an agent of yours,” you exclaim with anger in your voice. Calmly Lucas answers you, “You did. I wouldn’t ask any of my agents to do things that I and my family wouldn’t do as well. You see, we are all members of the Artemis Group, my family and I. Meet me again in the bar on New Istanbul in a few days.”
Where it sits in the chain

Comes after Retrieve Data. Finishing it opens Gather Hunters.

Gather Hunters 4 New Istanbul 250,000 cr 100%
As you enter the bar you see Lucas and his son Joseph talking quietly. They motion you over. “On his last spy mission Joseph determined that the new pirate leader Nar Akasi is uniting the pirates for a major offensive,” Lucas informs you. “They aim to smash interstellar trade, loot every world they find, and destroy Confederation outposts in an attempt to tip the outcome of the civil war. It looks like they will have the ships and pilots to do it too. <PN>, we need your help again. Will you take Joseph to <DST>?”

Ships along for the ride 2

The briefing
Joseph continues the briefing: “We need to gather our forces together. Our most experienced pilots - a mercenary group called the Hunters - are on <DST>. I need to go there to brief them and rally them for battle. This won’t be an easy mission. The pirates know who you are now, and they will be looking for us. When we get to <DST>, the Hunters will help us, but until then we will be on our own.” Joseph quickly says goodbye to his father and leaves to board the <PSN>.
On success
As you land, Lucas steps from the crowd and greets you. After letting him know that his son arrived safely at <DST>, he tells you about his meeting with a group of representatives from the militias of many of the nearby systems. “It did not go well at all, my friend,” he says. “No one believes the pirates can unite, and even if they do they would not be seen as a critical threat. I am afraid they are wrong.” Lucas invites you to the bar to discuss his new plan.
Where it sits in the chain

Comes after Rescue Agent. Finishing it opens Meet with UGE Reps.

Meet with UGE Reps 5 Clotho Prime 250,000 cr 100%
“We have one last chance,” Lucas tells you as you sit down. “The Rebels and militias won’t help us, but I know someone else who might. Will you take me to <DST>?”

Ships along for the ride 2

The briefing
Lucas quietly tells you that this will not be an easy mission. The pirates, it seems, will be doing everything they can to stop you and the Artemis Group.
On success
As you dock, Joseph approaches you. You give him his father’s message. “Good,” he says. “We have determined that the pirates are not ready for a fight quite yet. They are not coordinated as a group, so this is the time to strike. Come on into the bar and let me buy you one last drink before we go into battle.”
Where it sits in the chain

Comes after Gather Hunters. Finishing it opens T.A.G. - You’re It.

T.A.G. - You’re It 6 Sauron 500,000 cr 100%
Joseph buys you a synthale. “The time has come for a preemptive strike to prevent the pirates from carrying out their plans. We have located a staging point in the <DSY> system. Will you fly there and fight with us?”

Your job destroy 10 shipsShips along for the ride 2

The briefing
“Glad to have you on board one last time,” Joseph says. “Many of our mercenaries work as escort pilots for United Galactic Express when they aren’t working for the Artemis Group. My father, with the help of the Hunters, has convinced UGE to help us out this time. Normally, UGE doesn’t consider us an ally, ever since we thwarted their hostile takeover plans at the battle of New Wessex... but this time, old animosities have been cast aside. Now we fight for the same goals. If we both survive, I’ll buy you a drink on <DST>. Good luck.”
On success
Back in the bar, Joseph and Lucas buy you one last synthale. “It looks like Nar Akasi was somewhere in that fleet of pirates,” Lucas informs you, “so our immediate work here is done. But we will be back again, my friend, whenever the fragile balance of powers in this galaxy is threatened. Until we meet again, <PN>...” They hand you a credit chip and walk out of the bar, disappearing quickly into the crowd.
Where it sits in the chain

Comes after Meet with UGE Reps.

Turin V 6
Transport Engineers 1 varies 5,000 cr 15%
A crowd of what appear to be engineers is gathered in the bar. “Hey, there’s a likely-looking one,” shouts someone as he notices you. “We need to get to <RST> - will you take us there?”
On success
“Thanks for the ride,” says one of the engineers as the group steps off your ship and into the small, dingy spaceport. “In case you’re wondering, we’re environmental engineers, and we’re planning on terraforming this planet. I think the project foreman has need for another merchant captain - he’s probably in the bar right now.”
Where it sits in the chain

Finishing it opens Retrieve Equipment. It is offered once per pilot: take it or refuse it, and it never comes back.

Retrieve Equipment 2 Turin V 10,000 cr 100%
The Turin terraforming project foreman is relaxing in the bar when you walk in. “Ah, you must be <PN>,” he says by way of greeting. “I think we have some more work for you - one last load of equipment for the project needs to be shipped in from <DST>. Are you interested in the job?”

Cargo 10 tons

On success
“Thanks for the cargo run,” says the project foreman as he hands you a fresh creditchip. “I’ll look for you in the bar if we have more work for you to do.”
Where it sits in the chain

Comes after Transport Engineers. Finishing it opens Retrieve Colonists.

Retrieve Colonists 3 Turin V 10,000 cr 100%
“Greetings again, captain,” says the terraforming project foreman as you sit down at the bar. “We have another job for you - a group of volunteer colonists needs to be transported here from <DST>. Interested?”
On success
“We appreciate the help you’ve given us with our operation,” says the terraforming project foreman as he gives you another payment. “If we ever need your help again, I’ll look for you in the Turin spaceport bar, all right?”
Where it sits in the chain

Comes after Retrieve Equipment. Finishing it opens Get Repair Equipment, Resupply Colony, Defend Turin V.

Get Repair Equipment 4 Turin V 10,000 cr 10%
“Hey, there’s <PN>,” says the Turin terraforming project foreman as he notices you sitting at the bar. “Just the starship captain I need to see. One of our atmospheric converters has broken down, and we need to get a replacement unit from <DST>. Will you help us?”

Cargo 10 tons

On success
“We appreciate the help you’ve given us with our operation,” says the terraforming project foreman as he gives you another payment. “If we ever need your help again, I’ll look for you in the Turin spaceport bar, all right?”
Where it sits in the chain

Comes after Retrieve Colonists.

Resupply Colony 4 Turin V 12,000 cr 10%
“Greetings,” says the Turin project foreman as he sits down at your table. “The terraforming project needs a resupply shipment of <CT> from <DST>. Will you go there and retreive it for us?”
On success
“We appreciate the help you’ve given us with our operation,” says the terraforming project foreman as he gives you another payment. “If we ever need your help again, I’ll look for you in the Turin spaceport bar, all right?”
Where it sits in the chain

Comes after Retrieve Colonists.

Defend Turin V 4 Turin V Mostly Harmless 20,000 cr 10%
“<PN>, thank Newton you’re here!” shouts the Turin project foreman as a commotion erupts in the bar. “This system is under attack by pirates! Will you help us defend our colony?”

Your job chase 6 ships

On success
“We appreciate the help you’ve given us with our operation,” says the terraforming project foreman as he gives you another payment. “If we ever need your help again, I’ll look for you in the Turin spaceport bar, all right?”
Where it sits in the chain

Comes after Retrieve Colonists.

United Galactic Express 5
Help United Galactic Express 1 varies Competent 30 d 70,000 cr 20%
A small, wiry man wearing a blue uniform stumbles into the bar, dripping with sweat. He hurriedly sits down at the table behind you. Suddenly, a group of three pirates, snarling and bristling with malicious delight, burst into the bar and walk over to you, asking for the whereabouts of a man in a blue uniform. Do you tell them he already left?

For United Galactic ExpressCargo 15 tonsShips along for the ride 1

The briefing
The man in the uniform turns to you, still shaking. “Thanks, pal. You just saved my life. Look, I need your help.” You quickly agree. “I’m working for United Galactic Express,’ he says, “and I’m shipping a valuable load of luxury goods through these parts. Those thugs pummeled my ship, but I managed to land here and hide my cargo. I’m sure they’ll be scanning every ship that leaves, and I’m history if I eat another missile. I need you to carry my cargo through their trap. I’ll take off behind you, and we’ll rendezvous at <DST> by <DL>. Thanks again, pal.”
On success
Your friend deftly maneuvers his starship into port near you. He disembarks with a grin on his face. “That worked wonderfully. I even had time to get the mechanics at Darkstar to work on my ship. Look, pal, you've saved my life and my job. Here...” He hands you a credit chip worth 70,000 credits. “That’s all I have on me right now. Believe me, I’d give you millions if I had the money. Look, I’ll put in a recommendation for you at United Galactic headquarters out at Tabletop. They’ve got some well-paying courier jobs to offer, if that’s the kind of thing you like.”
Where it sits in the chain

Finishing it opens UGE Recruitment. It is offered once per pilot: take it or refuse it, and it never comes back.

UGE Recruitment 2 Tabletop 30 d 75,000 cr 100%
As you enter the bar, you recognize a man wearing a United Galactic Express uniform. Remembering your recommendation, you figure you could probably get a job here. Do you approach the man?

For United Galactic ExpressCargo 11 tonsShips along for the ride 1

The briefing
“Oh, hello. So you’re interested in a job, eh? I’ll take you to the boss.” He leads you to a large, tidy office on the opposite side of the landing area. “I've heard good things about you, <PN>,” says the UGE boss, who introduces himself as Chris Richards. “I’d love to have you on our UGE staff. In fact, I’ve got your first assignment ready now. We have a shipment that needs to go to <DST> by <DL>. It’s not as tight a schedule as most of our other shipments, so you should be able to make it. One or two lost shipments won’t matter, but just keep in mind that we pride ourselves on timeliness and speed. I’ll contact you about further missions through our connection with mission computers across the galaxy.”
On success
“Wonderful! You’re off to a great start with our company. Whenever we need your help, we’ll contact you through our network of mission computers.” You are soon approached by another UGE employee who introduces himself as Benedict Strauss. He offers some advice: “Remember to check your map before accepting a mission, as you may be too far away from your destination to meet the short deadlines, and many customers can hold grudges against our employees. Again, one or two lost shipments doesn’t matter; it’s a fact of space travel. Oh, and you can pick up a UGE uniform downstairs.”
Where it sits in the chain

Comes after Help United Galactic Express. Finishing it opens UGE Cargo to <DST> (Confederation), UGE Delivery to <DST> (Confederation), UGE Transport to <DST>, UGE Freight to <DST>, UGE Cargo to <DST> (United Galactic Express), UGE Delivery to <DST> (United Galactic Express), UGE Smuggling (variant 1), UGE Smuggling (variant 2).

UGE Smuggling (variant 1) 3 varies 45 d 250,000 cr 5%
As you walk into the bar, you notice some UGE uniforms at a table in the back. As you approach, you recognize Benedict Strauss, your old UGE friend. He says, “Ah, <PN>, just the pilot I need to talk to. Listen, you interested in making a few extra bucks offa UGE?” He gives you a quick wink, and the other man at the table looks around nervously. “So... You in?”

Cargo 20 tonsShips along for the ride 3

The briefing
“All right, I thought so,” says Benedict. You sit down at the small table as the other two UGE employees lean in toward you. “Did you know that UGE makes almost 400,000 credits on every shipment we make? Well, I’ve got a way to get some more of what we deserve. UGE doesn’t care if we lose a shipment to pirates, so I suggest we fly the <CT> I have in my holds to pirate system <DSY> to pawn off the the goods. We’ll make at least 750,000 credits, which is enough for 250,000 credits each. <PN>, you take the shipment to the pirates by <DL>. As soon as we have the money in our hands, the two of us will blast each others’ ships a bit and then tell UGE we were all attacked by pirates.”
On success
As soon as your ship comes to a standstill at the dock, you begin to offload your cargo. As soon as you announce the sale, you are immediately surrounded by at least a dozen interested parties. After a quick round of auctioning and a few minor brawls, you sell the goods for 800,000 credits. After giving the port authorities 50,000 credits to keep their mouths shut, you go to the nearest subspace vidphone to contact Strauss. “Good work,” he says. “The rest is up to us. That wasn’t so bad, was it?” With a quick grin, he terminates the connection, leaving you to find your way out of one of the less attractive areas of the <DST> spaceport.
Where it sits in the chain

Comes after UGE Recruitment.

UGE Smuggling (variant 2) 3 varies 45 d 1%
As you walk into the bar, you notice some UGE uniforms at a table in the back. As you approach, you recognize Benedict Strauss, your old UGE friend. He says, “Ah, <PN>, just the pilot I need to talk to. Listen, you interested in making a few extra bucks offa UGE?” He gives you a quick wink, and the other man at the table looks around nervously. “So... You in?”

For United Galactic ExpressCargo 20 tonsShips along for the ride 3

The briefing
“All right, I thought so,” says Benedict. You sit down at the small table as the other two UGE employees lean in toward you. “Did you know that UGE makes almost 400,000 credits on every shipment we make? Well, I’ve got a way to get some more of what we deserve. UGE doesn’t care if we lose a shipment to pirates, so I suggest we fly the <CT> I have in my holds to pirate system <DSY> to pawn off the the goods. We’ll make at least 750,000 credits, which is enough for 250,000 credits each. <PN>, you take the shipment to the pirates by <DL>. As soon as we have the money in our hands, the two of us will blast each others’ ships a bit and then tell UGE we were all attacked by pirates.”
On success
As you pull your ship into the docking area, you are immediately besieged by United Galactic officials. Four blasters are pointed at your head, and you raise your hands in surrender. Chris Richards himself steps forward. “I’m disappointed in you, <PN>. I put my trust in you based on a good recommendation, but it appears that it was unfounded. You are hereby relieved of your duties as an employee of United Galactic Express. As for your partners in crime, they resisted arrest by Confed police and were... dealt with. As for you, just don’t even think about showing your face around our offices again.”
Where it sits in the chain

Comes after UGE Recruitment. Finishing it opens UGE Redemption.

UGE Redemption 4 Tabletop 35 d 50,000 cr 25%
As you enter the bar, you are shocked to see Chris Richards himself, seated at a bar right before you. He looks up, recognizes you, and to your surprise gives a faint smile. Ask for your job back?

For United Galactic ExpressCargo 25 tonsShips along for the ride 2

The briefing
“Your job back, eh? I’ll have to think about that one,” says Richards. “Come by my office in a few hours.” You sit down to the bar to pass time after Richards departs. After an hour, you meet him in his office. “Yes, I'll restore your commission,” he says, “if you can deliver this 25 ton shipment to pirate system <DSY> by <DL>. I'll only pay you 50,000 credits. None of our other pilots are crazy enough to actually undertake this mission and I’m desperate for help here, so I’ll give the mission to you and then put you back on our payroll if you can complete it.”
On success
You dock at the port, deliver your cargo, and accept your payment. The UGE office presents a message to you from Chris Richards: “Thanks again for your services, and welcome aboard. Glad to have you back.”
Where it sits in the chain

Comes after UGE Smuggling (variant 2).

Diphidia and Astex 5
Investigate Dumping 1 Diphidia II 75%
You are approached by a person whom you recognize as an official of the Diphidian government. “Diphidia II is threatened with ecological disaster,” he tells you, “due to the actions of a person or persons which have secretly been dumping toxic waste in the oceans. Diphidia’s government needs someone to investigate. Will you help us?”

Your job observe 1 ship

The briefing
“For years, our seas have been clean and bountiful,” says the high-ranking representative of Diphidia’s government. “But now, someone is illegally dumping toxic wastes into our oceans. We are a peaceful planet; we have no military forces with which to combat this threat to our ecosystem. Nevertheless, it is imperative that we discover who is behind this - your mission is to scout out our system and report back with what you find.”
On success
“Most interesting,” says your contact. “Your sensor logs report that you detected an Astex Mining Industries freighter passing through our space. We will soon call on you again, once we have more fully analyzed your sensor data. Meet me in the spaceport bar when you are ready.”
Where it sits in the chain

Finishing it opens Observe Antares. It is offered once per pilot: take it or refuse it, and it never comes back. Needs a legal record of 1 with whoever is offering it.

Observe Antares 2 Diphidia II 100%
Your government contact greets you. “The Astex freighter you observed leaving here on your last mission has been tracked to the Astex mining facility on New Providence,” he says. “We need you to go to the Antares system and do a little reconassiance for us.” Ready to go?

For AstexYour job observe 2 ships

The briefing
“The freighter you observed on your last mission has been traced to the Astex mining facilities on New Providence,” the official informs you. “So that we may learn if Astex has anything to do with our environmental problems, we need you to go to the Antares system and report back with what you find.”
On success
“Welcome back!” the official greets you. “We are all glad you made it back in one piece. The fact that Astex is so heavily guarding an ordinary mining colony indicates that there is something going on there that they don’t want us to find out about. We are also confused as to why the Astex interceptor pilots were flying Confederation patrol ships! Please meet me in the spaceport bar for the details of your next assignment.”
Where it sits in the chain

Comes after Investigate Dumping. Finishing it opens Capture Ore Sample.

Capture Ore Sample 3 Diphidia II 100%
“Something suspicious is going on in the Antares system,” says your contact, “something Astex doesn’t want us to find out about. We have detected another Astex freighter entering the Diphidia system; your mission will be to disable it and capture a sample of the ore in its cargo bays. Are you ready for this assignment?”

For AstexYour job board 1 shipCargo 1 tonsShips along for the ride 2

The briefing
“All signs so far indicate that Astex is behind the toxic chemical dumping,” says the official, “However, we must be sure. We require of you the unusual and extreme task of disabling a passing Astex freighter and confiscating a sample of the ore in its cargo bays. We can then analyze it to determine if it matches the chemicals being dumped into our oceans.”
On success
A crew of workers unloads the ore samples from your ship’s cargo bay. “Excellent work,” says your contact. “When we are finished analyzing these samples, we will call on you again. Meet me in the spaceport bar for further instructions.”
Where it sits in the chain

Comes after Observe Antares. Finishing it opens Destroy Freighters.

Destroy Freighters 4 Diphidia II 100%
“The ore sample you retreived for us has the same toxic chemicals in it that are being dumped in our oceans,” says the Diphidian governer’s representative. “Now that we know Astex is behind this, we need to send them a clear message: your mission is the destruction of one of their freighter convoys. Are you up to it?”

For AstexYour job destroy 5 shipsShips along for the ride 4

The briefing
“Thanks to your brave work,” says the Diphidian official, “we have determined that Astex is indeed responsible for dumping these toxic wastes into the oceans of our nearby planet. Now that we know, we need to send Astex a clear message. We need you to destroy a freighter convoy that is approaching our planet.”
On success
“Astex knows we know about their operation now,” says the official. “We have also finished analyzing the elements in the ore samples you brought back for us. It appears that the waste materials are the byproducts of a weapons manufacturing process, as there are several exotic compounds in the mixture. One of them is trioctonethaleneium, a material used only in the booster stages of Confederation solid-fuel missiles. We surmise that, somewhere deep within the mines of New Providence, the Confederation is operating a secret weapons lab. Please meet me in the bar for your final assignment.”
Where it sits in the chain

Comes after Capture Ore Sample. Finishing it opens Escape Astex.

Escape Astex 5 Diphidia II 1,000,000 cr 100%
“The data you have gathered for us will be the downfall of the Astex Mining Corporation’s very profitable operations in this region of space,” says your contact. “For safety, we need to send a complete copy of this data to friendly agents in the <RSY> system.” Ready to undertake this mission?

For AstexShips along for the ride 4

The briefing
“We have Astex where we want them now!” gloats your contact. “The data we have will put them out of business in this region of space, and expose the Confederation conspiracy. However, we still have to get that data to the rest of the galaxy. We have contacts waiting for you on <RST> who will pay you a sizable sum in exchange for these files. Be careful, as Astex will stop at nothing to keep that data from reaching the public!”
On success
A trio of Diphidian agents takes the priceless data files from you. They also pay you an astronomical sum for your loyalty and courage!
Where it sits in the chain

Comes after Destroy Freighters.

Starbound Shipping 4
Help Starbound Shipping 1 varies 10,000 cr 20%
Two men at the next table are arguing. “I’m telling ya, Jenkins,” one of them is saying, “We don’t have the capacity to run this excess today!” The other one notices you staring at them. “Hey, you’re the captain of the <PSN>, aren’t you?” he asks. “Interested in an easy 10,000 credits?”
The briefing
“Great,” says the first man. “We’re with the operations department of Starbound Shipping. We have some extra packages that need to get to <RST>, but all of our courier ships are out on other assignments. We’ll load the cargo into your ship, and all you have to do it take it to <RST> for an easy ten thousand.”
On success
A couple of Starbound Shipping employees unload the parcels from your ship’s cargo bay. “Thanks for the help,” one of them says. “We’ll probably have work like this for you to do in the future, so keep your ears open, okay?”
Where it sits in the chain

Finishing it opens Ferry Important Documents. It is offered once per pilot: take it or refuse it, and it never comes back.

Ferry Important Documents 2 varies 60 d 15,000 cr 20%
Snatches of conversation drift over from the table next to you. “...rush job... pirates... lucrative...” One of the table’s occupants - a Starbound Shipping officer, you realize - glances in your direction. “Hey look, there’s <PN>,” she says to her partner. “Remember that job a while back? Hey captain, you want another job?”

Ships along for the ride 1

The briefing
“Today’s been a real nightmare,” says the Starbound Shipping rep. “One of our couriers is down for engine repairs, and suddenly we have this set of documents that needs to get to the <RSY> system, ASAP. We’ll load them aboard your ship, and all you have to do it get them to <RST> by <DL>.”
On success
The Starbound rep on hand to meet you at the <RST> spaceport looks relieved to see that you managed to get the documents to their destination on time. “That’s twice you’ve saved us from financial loss,” he says. “We’ll definitely be calling on your services in the future.”
Where it sits in the chain

Comes after Help Starbound Shipping. Finishing it opens Dangerous Courier Mission.

Dangerous Courier Mission 3 varies Mostly Harmless 35,000 cr 20%
A Starbound Shipping representative sits down next to you. “Hello, captain,” he greets you. “Twice in the past you’ve helped my company. Now, we have a rather dangerous mission for you. Are you interested?”

Cargo 5 tons

The briefing
“Excellent,” smiles the man. “There’s a shipment of uridium waiting for pickup on <DST>. It needs to get to the <RSY> system. However, our chief rival, Consolidated Express, will most likely try to stop you from making the delivery, so that we will not receive the profits from this lucrative job. Your mission is to go to <DST> and pick up the uridium, then deliver it safely to <RST>. Good luck!”
On success
The Starbound Shipping dockworkers are glad to see you as they unload the shipment of uridium from your cargo bay. “Any time you need a job,” says one of them, “don’t hesitate to come looking for a Starbound rep!”
Where it sits in the chain

Comes after Ferry Important Documents. Finishing it opens Escort Courier to <RST> (spaceport bar), Commerce Raid.

Commerce Raid 4 varies Above Average 50,000 cr 10%
A man wearing a Starbound Shipping uniform approaches your table. “Captain, we need your help again,” he says. “We have a dangerous mission coming up, and we’d like you to fly it. Are you interested?”

Your job destroy 3 shipsShips along for the ride 2

The briefing
“Okay, here’s the story,” says the Starbound rep. “A small convoy of couriers belonging to our rivals, Consolidated Express, has been operating in the <RSY> system lately. That’s Starbound territory, and ConEx knows it - they’re just getting greedy. Your mission will be to destroy this convoy, to send a message to ConEx to stay out of our sphere of influence. Beware, those couriers might have an armed escort. We’ll have someone waiting for you on <RST> with your payment.”
On success
You are given your payment with gratitude. “Hopefully ConEx will take this as a warning to stay out of the <RSY> system!” you are told.
Where it sits in the chain

Comes after Dangerous Courier Mission.

Biological weapons 3
Transport Industrial Toxins 1 varies Average 30 d 35,000 cr 10%
MST Industries needs to transport hazardous materials to another Confederate planet for disposal.

Cargo 10 tons

The briefing
Your mission contact explains that this planet’s industries, like most in the Confederation, produce more waste than they know what to do with. So, they have decided to hire individuals like yourself who are willing to provide transportation for a small portion of this toxic waste to a specialized refinery. The officer promises that the job will pay well. You must deliver the cargo to <DST> in the <DSY> system, but you only have one month to complete your assignment before you must jettison the cargo.
On success
You breathe a sigh of relief as the containers of industrial toxins are carefully offloaded from your ship. You proceed to the company vault, where you are paid a handsome sum of 35,000 credits.
Where it sits in the chain

Finishing it opens Deliver Refined Toxins. It is offered once per pilot: take it or refuse it, and it never comes back. Needs a legal record of 1 with whoever is offering it.

Deliver Refined Toxins 2 New Columbia 45,000 cr 100%
MST Industries has a shipment of refined toxins that needs to be transported to a manufacturer on <DST>.

Cargo 5 tons

The briefing
A corporate executive meets you over lunch. “Some of the industrial byproducts that are refined at our plant are used to produce biological weaponry. We would like to enlist your help in transporting these goods to <DST> in the <DSY> system for the final stages of manufacturing.”
On success
Once again, the chemicals are offloaded from your ship. “Just in time,” says the man in charge of the team of workmen. “The Confederation has just been hit hard by Rebel forces, and many weapons manufacturers around the galaxy are shipping their weapons. If we need your services we will call on you again.”
Where it sits in the chain

Comes after Transport Industrial Toxins. Finishing it opens Distribute Biological Weapons.

Distribute Biological Weapons 3 Landfall Average 30 d 60,000 cr 10%
A Confederate officer approaches you as you enter the bar. “Hey, Captain <PN>! You’ve helped us out quite a bit with your various shipping missions. The truth is, we’ve used the chemicals to develop biological weapons that need to be delivered to the battle front. Are you interested in transporting this cargo?”

Cargo 7 tons

The briefing
“Just yesterday, we received reports of a Rebel attack on <DST>. They’re requesting huge amounts of supplies; we need you to deliver these munitions to <DST> within a month. Watch out for Rebel resistance, especially near the <DSY> system. Remember, you need to be there by <DL>. Good luck, <PN>. Oh, and don’t forget to return to this station if you’d like to run more of these missions for us in the future.”
On success
Orbital bombardments cause the landing pad to buckle as you offload your cargo. With a quick nod and the promised compensation, the workers recede into the port warehouses with their supplies, leaving you to fend for yourself.
Where it sits in the chain

Comes after Deliver Refined Toxins. Needs a legal record of 1 with whoever is offering it.

Weapons smuggling 2
Locate Weapons Cache 1 varies Competent 50,000 cr 15%
A scruffy individual with a large scar on his cheek approaches you quickly. Glancing nervously over his shoulder, he asks if you'd be interested in running a quick search and retrieval mission. Interested?

For RebellionCargo 20 tonsShips along for the ride 2

The briefing
“Ay, here’s the deal. The Confederates have stumbled on one of our weapons outposts on an uninhabited planet near one of their new manufacturing outposts. They’re tryin’ to retrieve the weapons, and we need you to retrieve whatever you can salvage and relocate it before the Confeds confiscate all of it. Pick up the goods in the <DSY> system and deliver them to <RST> in the <RSY> system. Make sure you have at least 20 tons of free space in your cargo bay. Oh, and expect Confederate resistance.”
On success
Rebel dockworkers quickly unload your precious cargo, stowing them in a nearby warehouse. Their supervisor approaches you to inform you that if you are interested in helping to relocate the weapons, you should meet his superior in the bar.
Where it sits in the chain

Finishing it opens Distribute Rebel Munitions. It is offered once per pilot: take it or refuse it, and it never comes back. Needs a legal record of 4 with whoever is offering it.

Distribute Rebel Munitions 2 Clotho Prime Competent 30 d 35,000 cr 50%
A dockworker, dressed in dirty gray overalls, approaches you in the bar. “<PN>? Good. We need to get some of these weapons off this planet.” He glances at his clipboard quickly. “Here, this one needs to go to <DST>... You know, in the <DSY> system... You interested?”

For RebellionCargo 3 tonsShips along for the ride 4

The briefing
“Good. Thanks.” He makes a mark on his clipboard. “We’ve got a lot of bases needing these supplies. We’ll load a few tons of cargo back onto your ship, and you can take them to <DST>. The Confeds have started to crack down on our supply lines, so you should expect resistance. The amount of Confed opposition varies from week to week, but just to be safe, we’ll be sending a small Manta escort along with you. I’ll tell <DST> you’ll be there by <DL>. Thanks again, and don’t forget to return when you’re done - we could always use more help!”
On success
The weapons are offloaded from your ship as soon as you touch down at the <DST> starport. A Rebel officer delivers your pay and reminds you that Clotho Prime still has plenty of weapons to distribute around the galaxy.
Where it sits in the chain

Comes after Locate Weapons Cache. Needs a legal record of 4 with whoever is offering it.

One-off missions 14

Written by hand like the strings, but with nothing before and nothing after: an offer, a job, an end. Several pay better than anything in the chains.

One-off missions
Mission World Found in Reputation Deadline Pays Chance
Deliver Kestrel Parts varies from a person you meet Noteworthy 1,000,000 cr 100%
As your crew spreads out to explore the expanses of this ship, they discover that the aft cargo hold is filled with dozens upon dozens of large crates that bear “Top Secret” stencils and are labelled with the Atinoda Space Industries logo. Opening up the crates, you discover that they are filled with Kestrel subassemblies. This is a golden opportunity... do you want to load the parts onto your ship?

For ConfederationCargo 20 tonsShips along for the ride 2

The briefing
As soon as all of the precious technology is loaded on to your ship, you cut your link to the other vessel, letting it drift away into space. Your executive officer offers some advice: “Captain, let’s take these parts to <RST>. They have both the need for these parts and the technology and facilities to assemble them.” It sounds tempting - however, your conscience tells you to abort the mission to try to score points with the Confeds...
On success
You guide your ship into port and quickly offload your cargo. You meander into the local shipyard facility and lay down the facts. The foreman of the ship construction yard, gleeful at your discovery, offers to buy the contents of your holds for one million credits. Furthermore, he assures you that if you ever need one of his manufactured Kestrels, he’ll knock over 20% off the Confeds’ regular price. With a quick handshake and a knowing smile, you depart from his office.
Where it sits in the chain

It is offered once per pilot: take it or refuse it, and it never comes back. Needs a legal record of -1 with whoever is offering it.

Smuggle Drugs varies spaceport bar Mostly Harmless 100,000 cr 10%
A pirate with a cybernetic implant in one eye approaches your table and offers you a hundred thousand credits for what he describes as “a piece o’ cake mission.”

For PiratesShips along for the ride 3

The briefing
“Arr, here’s the deal,” the crusty old pirate. “Yer mission is to take <CQ> tons of the ‘good stuff’ - heh heh - to <DST>. Me mates’ll pay you a hearty sum when you get there. Oh, and watch out for those sissy-boy Confed patrols.”
On success
A group of shifty-looking dockhands appear out of nowhere and offload the illegal cargo from your ship before paying you your fee.
Stellar Defense varies spaceport bar Average 100,000 cr 10%
A representative of the <RST> government bursts into the bar. “This system is under attack by pirates!” he shouts. “The local government will pay a princely sum to whoever can eliminate the pirate menace!” Will you help?

Your job chase 5 ships

On success
“Thank you, thank you!” says the local spaceport official. “You have saved our system from domination by pirates. Consider these credits a token of our good will.”
Defend Lethe Prime Lethe Prime spaceport bar Average 100,000 cr 33%
The bar is in an uproar - Cydonian warships are approaching <RST>! The Lethean government will pay 90,000 credits to whoever can defend the planet. Will you help?

For LetheanYour job chase 5 ships

On success
“Thank you, thank you!” says the local spaceport official. “Consider these credits a token of our good will.”
Where it sits in the chain

Needs a legal record of 1 with whoever is offering it.

Defend New Cydonia New Cydonia spaceport bar Average 80,000 cr 33%
The tavern is in an uproar - <RST> is about to come under attack by Lethean ships! The Cydonian government will pay 80,000 credits to whoever can defend the planet. Will you help?

For CydonianYour job chase 4 ships

On success
“Thank you, thank you!” says the local spaceport official. “Consider these credits a token of our good will.”
Where it sits in the chain

Needs a legal record of 1 with whoever is offering it.

Transport Criminal varies spaceport bar Fair 75,000 cr 8%
A shady-looking character approaches you. His clothing is ripped, his face is bruised and cut, and he keeps glancing about warily. “I’ve heard that the <PSN> is a fast ship,” he says. “I’ll pay you 75,000 credits if you can take me to <DST> in the <DSY> system, with no questions asked.” Do you accept?

For ConfederationShips along for the ride 3

The briefing
“Look, here’s the deal,” the man says, his eyes never lingering in the same place for too long. “The Confederation wants me dead. I need to get to <DST> without any... shall we say, ‘entanglements.’”
On success
The criminal exits your ship after paying you the fee of 75,000 credits. Unfortunately, by helping this evildoer you have made the Confederation very angry!
Hunt Pirate varies spaceport bar Average 75,000 cr 8%
A local official inquires as to whether you would be willing to eliminate a pirate that has been plundering ships in and around the <RSY> system.

Your job destroy 1 shipShips along for the ride 2

The briefing
“The pirate ship <SN> has been plundering and destroying freighters in this system for the past week,” the official informs you. “We know it’s hiding nearby - your mission is to locate and destroy this pirate. You should also be aware that the <SN>’s fighter escorts have been patrolling the area, and will probably attempt to hinder your search.”
On success
A representative of the government of <RST> thanks you for eliminating the pirate menace, and pays you a healthy sum.
Black Market Wood varies spaceport bar Average 50,000 cr 10%
“You’re <PN>, aren’t you?” says a man sitting at the bar. “I’ve got a little job I need done - the citizens of <DST> can’t get enough wood products to meet their needs; they’re willing to pay tremendous sums for even one shipload of trees. All you have to do is take <CQ> tons of <CT> there, and we’ll both make a bundle. Are you interested?”

Cargo 10 tonsShips along for the ride 4

The briefing
“Great,” says the man. “I’ll have the lumber loaded aboard your ship... the <PSN>, right?” He turns to leave, then stops. “Oh, and one other thing - I think the local pirates are on to our little business, and they may want a piece of the pie. I’d be on the lookout.”
On success
You boost your ship on a suborbital trajectory to a prearranged meeting place on the farside of <DST>. There, a group of shady characters unloads the <CT> from your cargo bay. You collect your payment and return to the spaceport.
Deliver Emergency Medical Supplies varies mission computer 21 d 50,000 cr 3%
<DST> has had a brush with Sajack’s plague and requires a rush shipment of emergency medical supplies within the next three weeks.

Cargo 5 tons

On success
Crowds of the sick and wounded burst forth from their homes in a desperate attempt to find their place in line as your ship descends from the atmosphere. Medical workers offload your cargo and begin distributing remedies immediately, and <DST>’s leader personally thanks you for your efforts as he presents you with a handsome sum of 50,000 credits.
Prospecting Expedition varies spaceport bar 35,000 cr 10%
An Astex Mining Industries representative approaches you. “You’re <PN>, aren’t you? Astex is interested in samples of the subsurface mineral content of <DST> in the <DSY> system. We’ll pay you 35,000 credits to retreive a core sample of the planet. Are you interested?”

Cargo 25 tonsShips along for the ride 4

On success
After unloading the core-drilling rig and the precious ore samples, the Astex representative congratulates you and hands you a credit chip with 35,000 credits on it.
Where it sits in the chain

Needs a legal record of 1 with whoever is offering it.

Dump Garbage varies mission computer 20,000 cr 5%
Excess waste materials need to be transported to <DST> for dumping. Pay is 20,000 credits.

Cargo 15 tons

On success
You maneuver your ship low over the uninhabited plains of <DST> and unceremoniously dump your cargo. As you bring your ship to a standstill several kilometers away, you reflect upon the wonderful stench that now fills your cargo holds...
Derelict Decoy (4 ships) varies from a person you meet 100%
As your suit helmet’s lamp casts eerie shadows across the walls of the derelict ship’s bridge, you keep glancing over your shoulder - something doesn’t seem right here. There are no crew aboard, and the emergency beacon seems to be running on automatic. Suddenly, you receive a panicked signal from the <PSN> - sensors detect pirates jumping in! It’s a trap!

Derelict Decoy (3 ships) varies from a person you meet 100%
You cycle through the disabled ship’s main airlock and emerge in the amidships companionway. The corridor is dark, deserted, and quiet - a little too quiet, in fact. You make your way to the bridge and discover that the ship is running on automatics, apparently without a single crew member aboard. Suddenly, you receive a frantic message from the <PSN> - pirate fighters are jumping in from hyperspace! It’s a trap!

You cannot abandon this one. Once it is accepted the only ways out are finishing it or failing it.

Switch Sides varies spaceport bar Mostly Harmless 60 d 5%
Suddenly, a platoon of Rebel marines bursts into the spaceport bar! Their squad leader searhces the crowd for a moment, and then points to you. “There he is, men!” he shouts. “Grab him!” With no chance to escape from the crowded barroom, the marines quickly sieze you and drag you off to the port governer’s office...

For ConfederationYour job destroy 1 shipShips along for the ride 3

You cannot abandon this one. Once it is accepted the only ways out are finishing it or failing it.

The briefing
“So, if it isn’t <PN>, the infamous Confederation dupe,” snarls the port governor, his contempt clearly audible. “Here’s the deal. The Confeds trust you - that’s why you’re going to be our ace in the hole. Word is that the Confed frigate <SN> is going to be making a sweep through this sector soon. Your job will be to destroy it and then come back to <RST>. Oh, and don’t even think of backing out on this one - we’ll be watching your every move.”
On success
“Very well done,” says the <RST> port governor as you are once more dragged to his office. “The Confeds didn’t know what hit ’em. I still don’t trust you, but at least you’ve renounced your loyalty to the Confederation. For that, we’re going to erase your criminal record in all Rebel systems.” There is a long pause. “Welcome to the Rebellion, <PN>...”
Where it sits in the chain

It is offered once per pilot: take it or refuse it, and it never comes back. Needs a legal record of -10 with whoever is offering it.

Generated jobs 21

The mission computer's endless supply of cargo and passenger runs. There is no limit to them, and the destination is picked when it is offered — which is why the names carry a placeholder instead of a world.

Generated jobs
Job Found in Reputation Deadline Pays Chance Copies
UGE Delivery to <DST> (United Galactic Express) mission computer 31 d 120,000 cr 10%
United Galactic Express needs to deliver <CQ> tons of <CT> to <DST> in the <DSY> system by <DL>. As usual, expect Consolidated Express interference. Pay is 120,000 credits.

For United Galactic ExpressCargo 18 tons

On success
Dockworkers dressed in United Galactic uniforms promptly arrive at the landing pad to unload your cargo. They disappear into a dock warehouse with a quick nod, and you stroll over to the UGE offices to collect your pay.
Where it sits in the chain

Comes after UGE Recruitment. It stops being offered for good once you take UGE Smuggling (variant 2).

UGE Delivery to <DST> (Confederation) mission computer 20 d 105,000 cr 10%
United Galactic Express needs to deliver <CQ> tons of <CT> to <DST> in the <DSY> system by <DL>. As usual, expect Consolidated Express interference. Pay is 105,000 credits.

For ConfederationCargo 12 tonsShips along for the ride 1

On success
Dockworkers dressed in United Galactic uniforms promptly arrive at the landing pad to unload your cargo. They disappear into a dock warehouse with a quick nod, and you stroll over to the UGE offices to collect your pay.
Where it sits in the chain

Comes after UGE Recruitment. It stops being offered for good once you take UGE Smuggling (variant 2).

UGE Freight to <DST> mission computer 23 d 100,000 cr 10%
United Galactic Express needs to deliver <CQ> tons of <CT> to <DST> in the <DSY> system by <DL>. As usual, expect Consolidated Express interference. Pay is 100,000 credits.

For RebellionCargo 15 tonsShips along for the ride 1

On success
Dockworkers dressed in United Galactic uniforms promptly arrive at the landing pad to unload your cargo. They disappear into a dock warehouse with a quick nod, and you stroll over to the UGE offices to collect your pay.
Where it sits in the chain

Comes after UGE Recruitment. It stops being offered for good once you take UGE Smuggling (variant 2).

UGE Cargo to <DST> (United Galactic Express) mission computer 26 d 95,000 cr 10%
United Galactic Express needs to deliver <CQ> tons of <CT> to <DST> in the <DSY> system by <DL>. As usual, expect Consolidated Express interference. Pay is 95,000 credits.

For United Galactic ExpressCargo 11 tons

On success
Dockworkers dressed in United Galactic uniforms promptly arrive at the landing pad to unload your cargo. They disappear into a dock warehouse with a quick nod, and you stroll over to the UGE offices to collect your pay.
Where it sits in the chain

Comes after UGE Recruitment. It stops being offered for good once you take UGE Smuggling (variant 2).

UGE Transport to <DST> mission computer 27 d 90,000 cr 10%
United Galactic Express needs to deliver <CQ> tons of <CT> to <DST> in the <DSY> system by <DL>. As usual, expect Consolidated Express interference. Pay is 90,000 credits.

For RebellionCargo 16 tons

On success
Dockworkers dressed in United Galactic uniforms promptly arrive at the landing pad to unload your cargo. They disappear into a dock warehouse with a quick nod, and you stroll over to the UGE offices to collect your pay.
Where it sits in the chain

Comes after UGE Recruitment. It stops being offered for good once you take UGE Smuggling (variant 2).

UGE Cargo to <DST> (Confederation) mission computer 30 d 85,000 cr 10%
United Galactic Express needs to deliver <CQ> tons of <CT> to <DST> in the <DSY> system by <DL>. As usual, expect Consolidated Express interference. Pay is 85,000 credits.

For ConfederationCargo 13 tons

On success
Dockworkers dressed in United Galactic uniforms promptly arrive at the landing pad to unload your cargo. They disappear into a dock warehouse with a quick nod, and you stroll over to the UGE offices to collect your pay.
Where it sits in the chain

Comes after UGE Recruitment. It stops being offered for good once you take UGE Smuggling (variant 2).

Evacuate Civilians from <DST> (Confederation) mission computer Above Average 50 d 50,000 cr 3%
<DST> is expecting a Rebel attack within two months, and the Confederation requires aid in evacuating civilians to <RST>.

For ConfederationCargo 2 tons

On success
The civilians’ appointed leader thanks you profusely as he disembarks. “The Confederation will remember your services,” he says, while handing you a credit chip worth 50,000 credits.
Where it sits in the chain

Needs a legal record of 2 with whoever is offering it.

Evacuate Civilians from <DST> (Rebellion) mission computer Above Average 50 d 50,000 cr 3%
<DST> is expecting a Confed attack within two months, and the Rebellion requires aid in evacuating civilians to <RST>.

For RebellionCargo 2 tons

On success
The civilians disembark hurriedly. Their leader approaches you slowly. “The Rebellion will remember your services,” he says, while handing you a credit chip with 50,000 credits on it. He departs quickly, giving you a quick pat on the back, leaving you to explore the planet on your own.
Where it sits in the chain

Needs a legal record of 2 with whoever is offering it.

Escort Courier to <RST> (spaceport bar) spaceport bar Average 30,000 cr 15%
A Starbound Shipping rep approaches you. “Ah look, it’s <PN>,” he says. “We have another - potentially dangerous - mission for you. Are you interested?”

Your job escort 1 shipShips along for the ride 1

The briefing
“<SN> will be arriving in this system soon,” says the man. “Your job will be to escort this courier ship to its destination on <RST>. Unfortunately, our rivals at Consolidated Express want to make sure this ship never reaches <RST>. Protect the ship at all costs!”
On success
The captain of <SN> approaches you as you exit your ship. “Thanks for the escort, captain,” he says. “Without you, those ConEx boys would have turned me into space dust.”
Where it sits in the chain

Comes after Dangerous Courier Mission.

Rush Delivery to <DST> mission computer 31 d 25,000 cr 50% ×5
<DST> needs a rush shipment of <CQ> tons of <CT>. Pay is 25,000 credits.
On success
A group of dockworkers unloads the shipment of <CT> from your cargo bay.

The game declares this job 5 times with identical terms. The engine draws from whatever is available, so those are 5 tickets in the same draw — not 5 different jobs.

Escort Courier to <RST> (from a person you meet) from a person you meet 25,000 cr 50%
The merchant captain appears on your viewscreen. “Greetings, <PN>,” he says. “I’ve got a shipment of expensive cargo bound for <RST>, and I’d sure feel safer if you were along with me for protection. I’ll pay you 25,000 credits to be my escort to <RST> - interested?”

Your job escort 1 ship

On success
The courier captain thanks you for the escort, and pays you the 25,000 credits as promised.
Escort Freighters to <RST> spaceport bar Average 20,000 cr 10%
“Hey, you’re the captain of the <PSN>, aren’t you?” says the woman sitting next to you at the bar. Judging by her uniform, she’s a merchant freighter captain. “My convoy is shipping out to <RST> in a few hours,” she says. “We’d sure like to have you flying with us along the way. Interested in some escort work?”

Your job escort 5 shipsShips along for the ride 1

The briefing
“Great!” the freighter captain says. “The rest of my convoy will arrive soon - protect us from pirates on the way to <RST> and we’ll make it worth your while.”
On success
“Thanks for the escort,” says the freighter captain. “The <RST> dockmaster will give you your payment.”
Environmental Trip to <DST> spaceport bar 12,000 cr 15%
“I’m from GreenSpace,” says a woman sitting at the bar. “The government of <DST> has requested that a survey team of environmental engineers from Hera come and check their climatic balance. We’re looking for a starship captain willing to take us there.” Are you interested?
The briefing
“We’ll load our gear aboard your ship and be ready to depart at 1800 hours,” the GreenSpace rep says. “All you have to do is take us to <DST>.”
On success
The environmental engineers exit your ship after paying you the fee of 12,000 credits.
Transport Cargo to <DST> (from a person you meet) from a person you meet 12,000 cr 80%
“Greetings,” says the captain of the <OSN>. “I have an extra <CQ> tons of <CT> aboard that need to get to <DST>, but I have a passenger delivery to make first and I need someone else to take them there. Are you interested?”
The briefing
“Great,” says the freighter captain, “I’ll have the <CT> sent over in a shuttlepod. When you get to <DST>, they’ll give you your payment.”
On success
A group of dockworkers unloads the shipment of <CT> from your cargo bay.
Cargo Delivery to <DST> (from a person you meet) from a person you meet Mostly Harmless 12,000 cr 50%
“Thank goodness you responded!” the captain of the <OSN> says over the comlink. “A band of pirates has been chasing me for the last ten light years - I think they want my cargo of <CT>. Look, I’ll give you fifteen thousand credits to take my cargo to <RST>. Do we have a deal?”

Ships along for the ride 2

The briefing
“Excellent,” he says. “I’ll have the <CT> sent over in workpods. You’d better watch out for those pirates on your way to <RST>... they’ll be after you now. Good luck!”
On success
A group of dockworkers unloads the shipment of <CT> from your cargo bay.
Ferry Passengers to <DST> (mission computer) mission computer 10,000 cr 50% ×3
A group of travellers needs to get to <DST> in the <DSY> system. They will pay 10,000 credits.

The game carries 3 versions of this offer and picks one, so that the same job does not read the same twice:

A group of people ask to be taken to <DST> in the <DSY> system, in return for 10,000 credits.
A group of travellers offers you 10,000 credits to take them to <DST> in the <DSY> system.
On success
The passengers exit your ship after paying you the fee of 10,000 credits.

The game declares this job 3 times with identical terms. The engine draws from whatever is available, so those are 3 tickets in the same draw — not 3 different jobs.

Transport Cargo to <DST> (mission computer) mission computer 10,000 cr 50%
<DST> needs a special shipment of <CQ> tons of <CT>. Pay is 10,000 credits.
On success
A group of dockworkers unloads the shipment of <CT> from your cargo bay.
Cargo Shipment to <DST> mission computer 10,000 cr 50%
<DST> needs a special shipment of <CQ> tons of <CT>. Pay is 10,000 credits.
On success
A group of dockworkers unloads the shipment of <CT> from your cargo bay.
Cargo Delivery to <DST> (mission computer) mission computer 10,000 cr 50% ×2
<DST> needs a special shipment of <CQ> tons of <CT>. Pay is 10,000 credits.
On success
A group of dockworkers unloads the shipment of <CT> from your cargo bay.

The game declares this job 2 times with identical terms. The engine draws from whatever is available, so those are 2 tickets in the same draw — not 2 different jobs.

Freight Delivery to <DST> mission computer 10,000 cr 50%
<DST> needs a special shipment of <CQ> tons of <CT>. Pay is 10,000 credits.
On success
A group of dockworkers unloads the shipment of <CT> from your cargo bay.
Ferry Passengers to <DST> (from a person you meet) from a person you meet 10,000 cr 80%
The captain of the <OSN> appears on the viewscreen. “Greetings, captain,” he says. “I have some passengers aboard that need to get to <DST>, but I have another delivery to make first and I need someone else to take them there. Are you interested?”
The briefing
“Great,” says the freighter captain, “I’ll have them sent over in a shuttlepod. When you get to <DST>, they’ll give you your payment.”
On success
The passengers exit your ship after paying you the fee of 10,000 credits.

How it ends

It does not. There is no victory condition and no final cutscene. You finish a storyline, you get the best ship and the best weapon your side has, and the war carries on exactly as before. If you want an ending you have to make one — by taking planets one at a time until a system is yours.

How a mission finds you

Missions are not handed out; they are offered when you happen to land somewhere while a list of conditions happens to be true. The engine checks where you are, what you have already done, how dangerous you are and how the local government feels about you — and then rolls dice. Even with everything satisfied most missions only appear some of the time, which is the Chance column. If a walkthrough swears a mission is on a planet and it is not, land again.

The quoted text is exactly as it appears in the game, placeholders and all. The storyline order, the chains, and which mission opens or closes which are read out of the game's control bits rather than copied from anyone's walkthrough — and then said in plain names, so a record tells you what comes before it and what taking it costs you, instead of quoting the flag. Reputation is the combat rating you need before it will be offered at all: the sum of the crews of every ship you have destroyed, which is why nobody hands a war mission to someone still rated Harmless.