Missions
Loading of a transportship before mission.
In order to hire specialists and buy fancy space ships you will need credits. The easy way to earn credits is by undertaking missions for people on nearby planets. To start with, you will only be offered the freight iron ore mission, but as you take more missions, and your specialists research more, people will trust you to do more advanced missions as well. In addition to the standard missions, each vector also offer you to carry out a special vector mission.

When accepting a mission, you will be asked how much of your free storage you want to use for the mission; the more storage you set aside, the more money you�ll get. As you carry out the mission, the amount of storage you entered will be occupied with goods �til the mission is fully accomplished. So make sure you don�t occupy storage you would like to use for other things during the mission, like building generators or hiring new specialists for instance.

The missions you will be able to accept are:

Freight iron ore
(10 days, 700 credits/area; 100 in advance)
Could it get simpler? All you have to do is to freight a certain amount of iron ore from one place to another. There is one drawback though; with ore in your storage your military will not be able to fight as well as usual.
+10% attack time, -5% military defence

Freight medical equipment
(4 days, 125 credits/area; 50 in advance)
Medical equipment is something that needs to be shipped fast. Though it is not as well paid as the ore mission, it goes much faster. However, medical equipment is of highest priority, so you must have your military ships protecting the convoy while carrying this mission out.
You are not allowed to attack

Escort ambassador
(16 days, 1200 credits/area; 100 in advance)
Although the governments pay you well to escort politicians, they are not popular at all among the crew of you ship. The bare thought of having to bear with the presence of these dirt bags lowers the morale dramatically.
-30 moral

Escort military convoy
(15 days, 500 credits/area; 100 in advance)
After a raid against government territory, the local militias often hire convoys they encounter to safely guide them home. This means they�ll be forced to help you if you are attacked as well.
+15% military defence, +30% attack time.

Liquidate pirates
(12 days, 400-1300 credits/area; 200 in advance)
When someone feels they have too much trouble with space pirates, they often turn to the vagabond convoys with a cry for help. In each cry for help there is a small reward to him or her that kills the pirates. However, there is almost always a substantional amount of cash in the pirate just laying around, so the money you earn can vary from mission to mission. Of course, while carrying this mission out you cannot attack another convoy, and your defence will be weakened.
You are not allowed to attack, -5% military defence, random reward.

Smuggling
(10 days, 1200 credits/area; 0 in advance)
There is always someone in need of illegal supplies someplace, and shipping the good stuff can bring in a lot of cash. But due to the character of this mission, it is only trusted to the SpaceRastas.
Only available for SpaceRastas after succesful operation

Freight souvenirs to Astral Vector
(45 days, 3000 credits/area; 200 in advance)
Astral vector is full of tourists. And of course there is always a shortage of souvenirs. In this mission the contracted convoy will at the end of the mission travel to the Astral Vector.
Only available for convoys not in Origo- or Astral Vector

Freight supplies to Origo Vector
(20 days, 1250 credits/area; 100 in advance)
Even colonies in the middle of the outer universe need lifesupporting supplies. With this mission the contractor will go to the Origo vector. to prepeare for the serenity in Origo no attacks are aloud during this mission.
Only available for convoys not in Origo Vector and no attacks during mission.

Freight weapons to No Hope
(18 days, 1250 credits/area; 100 in advance)
There is a high demand for weapons in the No Hope Vector. With this mission the contracting freights weapons to the No Hope Vector. At the end of mission the convoy arrives to No Hope Vector. No one wants to go to the No Hope vector volantarily though so the mission demands a high morale amoung the crew to be able to go.
Only available for convoys not in No Hope Vector and morale above 50.


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Vector Missions:

Origo: Colonize No Hope
(24 days, 1200 credits/area and 1 transportship; 100 in advance)
The Origo Vector is full of inhabitants that dream of the adventurous life you can live in a more 'lively' Vector. With this mission you help escort new colonizers, dreaming of risks and high rewards, to the No Hope Vector. Extra reward of the mission is that you can get the colonizers transportship when they settle down.
Only available for convoys with morale above 50. Moves convoy to No Hope Vector

No Hope: Help colony of idiots
(14 days, 700 credits/area; 100 in advance)
The Vector of No Hope is no place to be, but don't despair, there is a way out. If you accept to help local people they might let you use a worm hole generator to escape to another vector.
Moves convoy to another vector (your alliance does not follow you until next vector fluctuation)

Two suns: Freight mine equipment
(12 days, 700 credits/area; 100 in advance)
The Vector of Two Suns is known for its great supplies of energies and crystal mines. If you carry out a mission for local communities, they�ll not only pay you cash but also give you some of the top crystals available.
Gives 3 crystals/ae

I/O: Recycle communication components
(12 days, 700 credits/area; 100 credits in advance)
I/O is filled with communication components on every planet from a flourishing cyberpunxian era. Eventhough frowned upon by the local governments, extracting these components and sell on a thriving market is a great way to earn some extra money. Just keep some distant to these disaproving locals who might consider the components theirs.
Also gives 1 stealth experience/area

Greenhouse: Dispose Waste
(12 days, 700 credits/area; 100 credits in advance)
A popoular way of disposing any type of dangerous waste in the Greenhouse is dumping waste directly at Rosie. A convoy will need to use all its capacity to not itself be caught up in the strong gravity of Rosie.
Also gives 1 rocket experience/area

Zion: Freight musical equipment
(12 days, 700 credits/area; 100 in advance)
In Zion - the heart of rasta culture - ganja and reggae music are the essential parts of life. The only missions you will carry out here is transportations of weed and musical equipment. This pleasant environment most often affects your crew�s morale to the better.
+5 moral
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