"The stuff you’re bringing back so far looks good, at this rate we might just find out what happened out here. Now that we done established base camp, we can start recovering the good bits, so you should see better salvage values on your runs.
“There’s only one problem with that. And if you guessed ‘space eels’, you’d be correct. The repair bay is finally online thanks to the nodules you recovered, so at least suit repair will be a little cheaper. Looks like you’ll need it.”
##Round 3 Mission Options
Idle fee: 20Ʉ
"Are you sure you want to play solitaire in the mess just as we’re getting to the good stuff? Give your suit an inspection and get back out to your salvage beacon."
Mission 1 - What a Raw Eel
"So, about those eels? Looks like it wasn’t just the main cargo hold, the entire ship is filthy with space eels. And now they done been riled up and are swarming everywhere. This might make things a bit difficult for everybody. But for you folks that have been on eel duty before, your tips and pointers will help out anyone that takes this mission."
Mission Cost: 1Ʉ
Minimum Requirements: none
Risks: Eel bites! Up to 6 bites (2-10HP each depending on DEF), (SEN+POW)% chance to take out an eel before it gets you
Expected salvage: 8x low-value salvage opportunities per scavenger, GLO+1 for every eel killed
SPECIAL: This mission affects all other missions based on total POW assigned to it:
- 0-39 POW: Missions 2, 3, and 4 have 3x eel bites in addition to their regular damage
- 40+ POW: Missions 2, 3, and 4 have 2x eel bites in addition to their regular damage
- 60+ POW: Missions 2, 3, and 4 have 1x eel bite in addition to their regular damage
- 80+ POW: No pesky eels to deal with on any of the other missions
Mission 2 - Crew Cut
"Now that we done busted through the airlocks, we have access to the old crew’s quarters. That means access to any number of things that would help us solve this mystery. Yes, it’s a bit ghoulish but researchers, archivists, and holovid producers pay a premium for this sort of thing. Hope you’re up to it. Oh, and look out for that Sentinel that’s still active."
Mission Cost: 1Ʉ
Minimum Requirements: none,
Risks: damaged Sentinel droid: two attacks at 3-20 HP each, (EVA)% chance to evade.
Special: + 0-3 eel bites: 2-10 HP based on DEF, (SEN+POW)% chance to evade. See mission 1.
Expected salvage: 5x standard opportunities per scavenger
Mission 3 - She Blinded Me
"Looks like a science lab of some sort and I can’t make heads nor tails of all the gear they managed to cram in this space. Who knows what they were up to down here, but I bet there might be some special gear inside. And some dangerous stuff too. Which means you might strike it big or come up with a big bad bust."
Mission Cost: 1Ʉ
Minimum Requirements: none
Risks: Messing with things you shouldn’t touch: 2-20 HP based on SCI
Special: + 0-3 eel bites: 2-10 HP based on DEF, (SEN+POW)% chance to evade. See mission 1.
Expected salvage: 1x extraordinary salvage opportunity per scavenger, fair chance of very dangerous salvage instead
Mission 4 - Hold Me Now
"At least we were able to clean those nests out of the main hold. Now we can start to dig through what the ship was carrying when it was lost. Was it dangerous cargo aboard? Or was it totally unrelated? Nothing’s secured anymore, so you’ll need to look out for high-mass objects floating around."
Mission Cost: 1Ʉ
Minimum Requirements: none
Risks: Crushed by cargo: 10-40 HP based on SEN, (EVA/4)% chance to evade
Special: + 0-3 eel bites: 2-10 HP based on DEF, (SEN+POW)% chance to evade. See mission 1.
Expected salvage: 2x high-value salvage opportunities per scavenger
Mission 5 - Two-Point Conversion
"Whoa Nelly, those look like jump cores. The casings appear damaged, which is why the drives were warm and probably how you got that jump dust all over your suits. Now those things are going to be a little unstable, but if you can get them back to the ship, I’ve been authorized to make a substantial payout. Go slow and easy - and don’t make any sudden moves."
Mission Cost: none - but only open to @monkeyoh, @steampunkbanana, and @newliminted
Minimum Requirements: none
Risks: Detonation (60+SCI)% chance to return safely, (100-DEF) damage on failure.
Special: The drives are isolated from the rest of the ship, so no eel spillage to worry about.
Expected salvage: +250Ʉ incentive payment, GLO+5
Restrictions: If you select this mission, you won’t be able to execute any PAY, BUY, or TRADE orders and other players won’t be able to PAY you or TRADE with you. You’ll be spending the entire turn trying to gently coax the damaged jump cores back to the Coleridge without seeing a resonance cascade failure up close. If you choose to take any other mission, you head directly back to the Coleridge and may execute the turn normally with full access to PAY, BUY, and TRADE orders.
##Ship’s Stores:
“Those LIDAR units were so durn popular that we’re temporarily out of stock, but everything else is still available. Now that the repair bay is online, you might want to have a spot of long overdue exosuit maintenance. Given the eel threat we’re dealing with, I’m authorized to open a special crate of offensive gear until we can subdue the slimy menace.”
20Ʉ Impact_Gel ( DEF+4 )
25Ʉ Blaster ( POW+6 )
20Ʉ SuitPal_9000 ( SCI+3 )
25Ʉ Booster_Jet ( EVA+4 )
20Ʉ Repairs ( HP+25 )
10Ʉ Armor_Plates ( HP+5 MaxHP+5 )
“Ol’ Kassie is online and taking orders as we speak.”