Interception-
Requirements: Ship equipped with one or more valid weapon systems and operational scanner system.
Description: Pirates has launched a slow, but sturdy ship stuffed with explosives on AI-controlled collision with a TG shop/station or planet. Player must react, reach the target object, trace the ship and destroy it before it reaches the target. If ship touches the target, it will detonate Desintegrators automatically, and mission is failed. Ship can be player-made, in which case all it's weapons, tools and 95% of engine blocks are replaced with desintegrators, and all computers with Bobby AI modules.
Reward: Credits, Coordinates of X closest shops, undiscovered by player. Their location sectors are highligthed by blue overlay until player visits them for the first time.
Failure: Credits/Faction Point/Blocks penalty.
Hauling-
Requirements: Ship equipped with at least 70% Pull/Push effect, another shop in the system.
Description: Trade Guild has a Container that needs to be delivered to a shop. Container is relatively small ship with shields and storage surrounding the core. Player needs to use displacing weapons to move the Container into vicinity of target shop in a given time frame. If any of its storage containers are opened or destroyed, or time expires, mission is failed.
Reward: Credits, Large bonus to stock of credits in any shop player visits next.
Failure: Credits/FP/Blocks penalty, temporarily increased purchace prices.
Sector Purge-
Requirements: Ship equipped with one or more valid weapon systems.
Description: Trade Guild has a sector occupied by derelict drone turrets, that interrupts a trading lane. Player need to visit a sector and destroy all turrets in reasonable time frame. Turrets are floating, truncated cube ships, covered with randomly chosen motherboard blocks, with power cluster, shields, few or none engines and a randomly given weapon, spread around the given sector. If provided time expires, or player suffers a death from one of turrets, mission is failed.
Reward: Credits, random Weapon Blocks.
Failure: Credits/Faction Point/Blocks penalty.
Requirements: Ship equipped with one or more valid weapon systems and operational scanner system.
Description: Pirates has launched a slow, but sturdy ship stuffed with explosives on AI-controlled collision with a TG shop/station or planet. Player must react, reach the target object, trace the ship and destroy it before it reaches the target. If ship touches the target, it will detonate Desintegrators automatically, and mission is failed. Ship can be player-made, in which case all it's weapons, tools and 95% of engine blocks are replaced with desintegrators, and all computers with Bobby AI modules.
Reward: Credits, Coordinates of X closest shops, undiscovered by player. Their location sectors are highligthed by blue overlay until player visits them for the first time.
Failure: Credits/Faction Point/Blocks penalty.
Hauling-
Requirements: Ship equipped with at least 70% Pull/Push effect, another shop in the system.
Description: Trade Guild has a Container that needs to be delivered to a shop. Container is relatively small ship with shields and storage surrounding the core. Player needs to use displacing weapons to move the Container into vicinity of target shop in a given time frame. If any of its storage containers are opened or destroyed, or time expires, mission is failed.
Reward: Credits, Large bonus to stock of credits in any shop player visits next.
Failure: Credits/FP/Blocks penalty, temporarily increased purchace prices.
Sector Purge-
Requirements: Ship equipped with one or more valid weapon systems.
Description: Trade Guild has a sector occupied by derelict drone turrets, that interrupts a trading lane. Player need to visit a sector and destroy all turrets in reasonable time frame. Turrets are floating, truncated cube ships, covered with randomly chosen motherboard blocks, with power cluster, shields, few or none engines and a randomly given weapon, spread around the given sector. If provided time expires, or player suffers a death from one of turrets, mission is failed.
Reward: Credits, random Weapon Blocks.
Failure: Credits/Faction Point/Blocks penalty.