Contracts
Contracts post at every station's board: repeatable freight, sales, and hunt jobs worth a few credits up to well over a thousand, cargo lost if your ship is.
Contracts post at every station's board: repeatable freight, sales, and hunt jobs worth a few credits up to well over a thousand, cargo lost if your ship is.
From a quick haul to a bounty worth the risk; the board always has work.
Three Kinds of Work
Contract boards post three repeating jobs: transport freight between stations, sell a set quantity of a good, or hunt down a named target. Each pays credits and XP on completion, and most reset once you turn them in, a standing income for any commander willing to fly them. A commander's very first contract is a training run licensed by the Wayfarer Concordat; every one after that comes straight from the board.
Guard the Cargo
Quest freight rides in your hold like any other cargo, and it is destroyed right along with your ship if you do not make it. A contract worth a thousand credits is still a bet on your hull surviving the trip; weigh the route before you accept. A freight or sales contract is only as safe as the extraction or station trading run behind it, and a hunt contract is a combat job by another name.
By the Numbers
- Contract types — 3
- Credits, deepest contracts — 1,000+
Accepting or turning in a contract at the board is instant, no tick wait. The freight run or hunt itself still plays out tick by tick.