Association Summary | Preamble | Intro Missions | Merrol Filler | Offshoot | Final Missions |
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In the final Association missions, you assemble a crew for a Carrier, set up a trap for Pirate raiders, use the Rebels to decrypt info connecting the Federation to the Pirates, then slay rival Guildmaster McGowan.
Pick Up Blind Charlie (Pirate 6)[]
mission #706
Offer[]
Tichel |
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Viking |
Bar, 75%, Combat rating 300 (Average Ability+50%) |
AvailBits: b604 & (b653 & !b605)
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"The complex details of organizing so many different convoys and where they are headed, and whose ships are better equipped for handling which freight soon becomes too much for you."
Offer |
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You discuss the options open to you with Olaf, and promote some more trusted members to help with the workload. As soon as you create this board you realize why your father had done it all those years ago. The Association begins to run smoother, and Olaf helps you to decide, with the help of the Advisers how best the money should be spent. There are some troubles, but most can be dealt with.
One day Olaf pulls you aside to deliver some news. |
Briefing[]
""I have been working on something for ye, but it is a surprise, and I need ye to travel around and pick up a few people for me before it will be ready."
Briefing |
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First I need Blind Charlie from Dunroamin in the Journey's End system. Now many folks think to look down on Charlie because he is blind, but he is the best communications operator I have ever met. His ear is incredible. He'll tell ye if the guy on the other end of a hailing channel is lying, because he'll be able to pick the tension in his voice. He's that good. So go and pick him up." |
While active[]
Mission Log Entry |
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Go and pick up Blind Charlie from Dunroamin in the Journey's End system and return to Viking in the Tichel system. |
Loading Cargo[]
Journey's End |
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Dunroamin |
2 tons of passengers, illegal to Pirates |
2 ships of type Pirates in Journey's End
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"Blind Charlie turns out to be quite easy to find. You find him working in a safe house for the Association, making money off the others there by telling them what the people in the next room are doing or saying."
Loading Cargo |
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Another of his favorite tricks is to get people to throw things in the air, and let Charlie catch them. When you ask him how it is done, he smiles and tells you that he can hear them moving through the air, and the sound of the air being pushed aside. It is all pretty amazing.
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Completion[]
Tichel |
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Viking |
"On the return trip, he tells you that the port engine is having difficulty, and sure enough, once you land, it becomes apparent that the fuel intake valves were leaking."
Completion |
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At this point it was only a hairpin leak, but if left too long the engine would have either seized or blown. Neither option appealed to you.
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b605
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Clean status with Federation |
Pick Up Sven Fjordnham (Pirate 7)[]
mission 707
Offer[]
Tichel |
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Viking |
Bar, 100%, Combat rating 300 (Average Ability+50%) |
AvailBits: (P0 & b605) & !b606
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"Olaf and Charlie embrace warmly, and you get the impression that there is a lot of history between them. That night at the bar they reminisce about old times, and there is much laughter."
Offer |
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"So," Charlie waves at you, "when are you going to go and get the others? God knows you'll need them."
"All in good time, <PN>," Olaf slaps you on the back. "Firstly, tomorrow I'll need ye to go and fetch Sven Fjordnham, the best radar operator in the known galaxy. Ye'll find him at Serenity in the Lotus system. So go get him and come back. I have further things to organize here" You feel a bit like an errand runner, but you have trusted Olaf your whole life, so you are not about to stop now. |
Briefing[]
"Once you are able to raise your head, you make your way to the spaceport."
Briefing |
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The journey to Serenity will take some time, but then again, you have a feeling that Olaf is sending you away for some time for a reason. It makes you a little mad that no-one will tell you what is going on, with but you realize that you have yet to earn all your stripes. |
While active[]
Mission Log Entry |
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Go to Serenity in the Lotus system and collect Sven Fjordnham for Olaf. He is meant to be some sort of good with radar and sensors. |
2 ships of type Pirates that attack the player
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Loading Cargo[]
Lotus |
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Serenity |
4 ships of type Pirates in Lotus that attack the player
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"You meet Sven working in the back room of a dingy nightclub. He shakes your hand warmly, and tells you that his father was a sensor-man for your Father."
Completion |
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You observe him security scanning all of the patrons as they enter. The scanners strip those waiting in line, first of their clothes, then their skin, showing all biological enhancement. You start to laugh at one man, who has had the "Mr. Wonderful" nether region enhancement, when you realize that it was YOU standing outside scant moments before. You think of Sven inspecting you, and blush a deep scarlet.
"Interesting software, Mr. Fjordnham," you tell him coolly. "Yes, Cap'n, it is. I designed it myself. It's called the Nightprobe. Olaf funded me during its creation, and it is fast becoming the industry standard. Of course, the Association makes a fair cut from the profits." You both leave, and head back to your ship, wondering how many "little projects" Olaf has set up. If they are all this clever, you'll surely make enough money to buy your own Universe and leave all the troubles of the one you are in behind. |
b606 S805
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Return to Viking with Sven[]
mission 805
0 tons of Sven Fjordnham |
While active[]
Mission Log Entry |
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Head back to Olaf Viking in the Tichel system with Sven. |
Completion[]
Tichel |
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Viking |
Completion |
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As you quickly go through your post-flight routine you decide to get Sven settled as soon as possible before heading to the bar to find Olaf. |
Pick Up Ferret and Dizzy (Pirate 8)[]
mission #708
Offer[]
Tichel |
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Viking |
Bar, 100%, Combat rating 300 (Average Ability+50%) |
AvailBits: (P0 & b606) & !b607
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"After settling Sven, you surprise Olaf. He quickly shuts down the design terminal he was working at, and meets you as you cross the room."
Offer |
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The other Association staff laugh at his behavior, and you know that they know what Olaf is planning.
"The second man I need you to fetch is Flynn "Dizzy" McHugh. He usually hangs around Ferret. If he's not around with Ferret, than at least Ferret should be able to point you in the right direction. Now Dizzy could make a destroyer out-fly a fighter if he wanted. Not that he hasn't in the past by the way. He learned to fly the hard way, earning a keep for his family. Even now the lad is barely old enough to shave. One bright captain realized that Flynn was far too smart to grow up being some ship's boy, and discovered his knack for flying. "If it's a civvy ship, then Dizzy has flown it. He got the nickname while piloting leviathans at 14. Apparently he made the crew dizzy with the things he was able to make that leviathan do. So go get both of them and get back here. I reckon I'll have something waiting for you." |
Briefing[]
Briefing |
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On the way to your ship you begin to piece together what Olaf is up to. First a Comms man, followed by a sensor-man. A crew chief and a Helmsman ... was Olaf forming a crew? But for what? |
While active[]
Mission Log Entry |
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Pick up Ferret on Boral I in the Arcturus system, and then find Dizzy before returning to Viking. |
2 ships of type Pirates that follow and attack the player
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Loading Cargo[]
Arcturus |
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Boral I |
4 ships of type Pirates in Arcturus that attack the player
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"It takes you less than an hour to locate Ferret, and it only takes him a quick phone call to get Dizzy to drop by, making your job very easy indeed."
Completion |
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Dizzy and Ferret seem to get along famously... which makes you think that the return trip will be extremely trying. With a deep sigh you decide to head back to Viking to see if you can find out what Olaf is up to. |
b607 S806
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Return to Viking with Ferret and Dizzy[]
mission #806
nil |
While active[]
Mission Log Entry |
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Head back to Olaf Viking in the Tichel system with Ferret and Dizzy. |
Completion[]
Tichel |
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Viking |
"Right from the start of the trip Dizzy and Ferret made work impossible as they carry on like two old friends, until you asked Ferret how was he supposed to control a crew if he couldn't control himself?"
Completion |
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Abruptly the trouble stopped. You allowed Mr. McHugh to take the Helm, and became slightly jealous when he made your own ship fly better than you could. As time goes by you become used to buzzing through spaces that most pilots would have left well alone.
One thing that has been troubling you is the fact that one of your biggest trade routes has fallen prey to raiders far too many times. There has been talk of a large pirate group specifically targeting Association convoys, and mostly when they are carrying Rebel supplies. The rebels have been getting more than a little worried. You will have to sort it out, and quickly. As you land you see some sort of strife at the shipyards. The blast-shields have been closed and there are warning lights flashing all over the base. You decide to head to the shipyard as soon as you land. |
Investigate Incidents (Pirate 9)[]
mission #709
Offer[]
Tichel |
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Viking |
Shipyard, 100%, Combat rating 300 (Average Ability+50%) |
AvailBits: (P0 & b607) & !b666
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"You burst into the shipyards to finds the production floor hung with bunting and streamers. Balloons and laser light shows burst into life as soon as you enter, and everyone yells "SURPRISE"."
Offer |
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Out through the main view-port you can see the most vicious looking Carrier you have ever seen. It has six huge engines that look more than capable for blasting it through Federation blockades. The Weapons platform is immense, with more cannons than you have ever seen.
"Ahh, enough of that Bonnie, or yer new crew will think ye are a softie and try to walk all over ye. Now come and meet them." Most of the bridge crew you have already met, and Olaf surprises you by telling you that he will handle the engineering section himself. At least now you know why Olaf has been so secretive lately. |
The player cannot refuse this mission.
Briefing[]
H374 T25043
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The pilot's ship is changed to a Heavily Upgraded Pirate Carrier with the name 'Unrelenting'.
"Olaf suggests that the maiden voyage of the best carrier in the universe should be to head out to Outcast in the Aral system and try to discover why the Association has been losing so many ships so near the small supply depot Olaf recently opened on the planets surface."
Briefing |
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Bright and early, you meet your new bridge crew on your new ship. The surfaces of the various consoles gleam with a freshness that you find enticing. With a happy heart you order Flynn McHugh to break contact with the base and head for the Aral system.
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While active[]
Mission Log Entry |
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Take your new ship on its maiden voyage and investigate the disappearance of Association convoys near the Aral system. |
Aral |
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6 ships of type Association - disabled
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Completion[]
Aral |
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Outcast |
b666
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Report Incident to Rebels[]
mission #807
Offer[]
Aral |
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Outcast |
Spaceport, 100%, Combat rating 300 (Average Ability+50%) |
AvailBits: (P0 & b666) & !b608
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"As your ship drops out of warp, you see the remnants of an Association fleet. The burnt out hulks of their vessels drift through the blackness of space."
Offer |
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The debris field is huge, and the size of it indicates that the enemy that attacked them pounded them to dust. The desolation is so complete.
When you finally land after looking around, you see that even the supply depot was raided. Your irritation boils over and you make a snap decision to go and see the rebels and inform them of the situation. In a voice made icy by rage you give orders to your bridge crew who snap to comply with an alacrity beyond even their normal excellence. You tell Dala to set course to Rebel II in the Koria system. |
While active[]
Mission Log Entry |
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Head to Rebel II in the Koria system to report recent attacks on Association convoys to the Rebels. |
Completion[]
Koria |
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Rebel II |
"You meet with the Rebel High Command. After the news that the latest shipment has been lost the Rebels grow very long in the face."
Completion |
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A plan is hatched after some long discussion. Frandall suggests that the best way to flush out the enemy is to create a shipment that is too tempting a target to pass up. The plan is made to create a bogus convoy, packed full of important supplies and carrying the rebel high command. A series of communications is sent back and forth, and the fleet is assembled. The convoy contains very few freighters, and many warships. The rebels are happy for you to deal with the enemy. The fleet sets out to head back to <DST>, with every intention of being attacked by the enemy. |
b608 S807
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Set Up Trap (Pirate 10)[]
mission #807
While active[]
Mission Log Entry |
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Head to Outcast in the Aral system to set up the trap. |
6 ships of type Association that jump in after a delay and protect the player
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Aral |
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Outcast |
Launch Trap[]
mission #710
Offer[]
Aral |
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Outcast |
Spaceport, 100%, Combat rating 300 (Average Ability+50%) |
AvailBits: (P0 & b608) & !(b609 | b838)
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"The trap being set, the fleet sets out to flush out the enemy. The mood on board is one of tense expectation."
Offer |
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The plan calls for you to disable enemy ships, so that they can be boarded and prisoners taken. It goes without saying that the fighting will be brutal and fierce. The possibility of death hangs on everyone, but the current situation must stop. The enemy crews themselves will not be the chief source of information, but the enemy databanks will. So you will have to disable and board whichever ship of theirs seems to be their command vessel.
Then a sudden warning comes through the comm; it looks like this party is about to warm up. The bad guys have sent a fleet to destroy your 'convoy'. You smile savagely, preparing to take off and deal with scumbags in orbit who have been trying to stop you from the minute you started looking successful. You send off a grim message packet to Olaf telling him to meet you on Rebel II in the Koria system if you survive this little encounter... |
Briefing[]
S827 S808
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Pirate Attackers[]
mission #827
7 ships of type Pirates in Aral that jump in after a delay and attack the player
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PVIII escorts[]
mission #808
6 ships of type Association that jump in after a delay and protect the player
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While active[]
A827 A808
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Mission Log Entry |
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Board one of the ships attacking your 'convoy' in the Aral system and then head to Rebel II in the Koria system with any information you gain. |
Aral |
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1 ships of type Pirates in Aral that jumps in and attacks the player
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Target ship is named one of the following: Howling Wolf, Hell-Hound, Old Grey Fox, Black Dragon, Footpad, Silent Footfall, Ball and Chain, Raven Stone, Lone Horseman or Old Veteran.
S711 b8910
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0 tons of information, illegal to Feds and Pirates |
Silent Mission for Extra special ships[]
mission #711
5 ships of type Pirates that follow and attack the player
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2 ships of type Lone Federation Ship that infinitely regenerate
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Completion[]
Koria |
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Rebel II |
"Olaf hands you a full stein of ale, and you silently raise it in memory of those who will never drink with you again."
Completion |
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The rebels were already prepared for your arrival, and the wounded are swiftly taken to hospitals and to medical stations whose doctors ask no questions. As their repair crew gets to work you take stock of the situation. Your ammunition stocks are depleted and there are some badly damaged ships in your fleet. Others will never sail again...
Once the supplies have been loaded and the damaged sections have been repaired, you instruct Mr. Flynn to take her out, and ask Dala to set course for Rebel I. You hope that this trip will be less action packed than the last, but you doubt it, and so you take along what's left of your fleet to ensure that the data package reaches the decoders... |
b838 S842
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Clean record with Federation |
Head to Rebel I[]
mission #842
While active[]
Mission Log Entry |
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Head to Rebel I in the Evlei system with the databanks for decryption. |
A827 A808
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Completion[]
Evlei |
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Rebel I |
"You are happy to make a safe planet-fall on Rebel I. Dizzy slumps in his chair, gladly letting the helm sit idle. It has not been an easy trip for him. Sven has spent far too long at his post, and his eyes are so bloodshot that you can barely see any whites in them."
Completion |
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"Stand down, gentlemen, and see to it that you both get plenty of rest."
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b609 b6666 S895 A808
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Clean record with Federation |
Completing this mission disbands your PVIII escorts.
Penultimate Pirate Link[]
mission #895
Mission Log Entry |
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Keep checking by the bar on Rebel I to see if the Rebel code-breakers have managed to extract the information you need. |
There's a wait of 10 days before the information is decrypted...
Destroy McGowan (Pirate 11)[]
mission #712
Offer[]
Evlei |
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Rebel I |
Spaceport, 50%, Combat rating 300 (Average Ability+50%) |
AvailBits: (P0 & b610) & !(b611 | b6666)
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"Just when you think that you are going to go insane hanging around this tinpot hole on the edge of nowhere, as you sit sipping your drink, a man comes over to you and tells you that they have managed to crack the crypto on the Databanks."
Offer |
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You quickly follow him into the Rebel HQ.
"The security leak is from cargo handler Jimrin Forge in the Tichel system. I have linked him to the Bureau and the pirate group lead by Chade McGowan. McGowan's fleets are evading us by using the Federation outposts to resupply. "My assessment of the situation is that McGowan is in the direct employ of the Federation, and is controlled by the Bureau. They supply him with the routes and times of Federation patrol sweeps. This enables him to attack our fleets without fear of Federation intervention. "It is my suggestion that the McGowan fleet be destroyed. Removing him would decrease Federation intervention by 75%." McGowan, the man who stole your parents from you; McGowan, the man who has been killing your friends and associates without fear of retribution. The rebels are discussing how best to destroy McGowan. You on the other hand, have every intention of doing it first. You can't let them take away your revenge. Now is the time for blood. |
Briefing[]
"You enter the bridge of the Unrelenting to find all of your crew sitting expectantly at their consoles. You pick up the hailer, and ask for Olaf and Ferret to report to the bridge."
Briefing |
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The two men appear in moments, and you begin to tell them about the findings of Horatio. When you have finished, the faces before you are full of a grim purpose.
"Mr. Ferret, inform the crew that we are headed for battle. Olaf, make ready the engines. I want optimum power by the time we reach Harbor. "Dizzy, make sure that you are ready to fly like you have never flown before, and Mr. Fjordnham, keep the information coming to my screens. I need to know which ships are weakening, and which ships are still in full flight. Blind Charlie, signal the rest of the fleet to form on The Unrelenting and make themselves ready for battle. We go to end a great evil, and by all that is sacred, we will succeed in our task." |
6 ships of type Association that follow the player
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These auxiliary ships have a tendency to disappear suddenly, leaving the player to complete the mission alone.
S713 A895
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Extra Pirates in and out of Scheall[]
mission 713
This mission adds a large number of pirates in Scheall and a smaller number that continuously harass the player outside of Scheall.
6 ships of type Pirates in Scheall that attack the player
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3 ships of type Pirates that infinitely regenerate and follow the player
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When the Pirates in Scheall are destroyed, additional Rebel and Federation fleets will jump in.
S714 S715
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Federation Reinforcements in Scheall[]
mission 714
4 ships of type Lone Federation Ship that jump in after a delay and attack the player
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Rebel Reinforcements in Scheall[]
mission 715
These Rebels will leave as soon as they please.
4 ships of type Big Rebels that jump in after a delay
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While active[]
A713 A895
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Mission Log Entry |
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Head to Harbor to destroy McGowan. |
The Scheall system |
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Destroy McGowan's ship |
1 ship of type McGowan in Scheall that attacks the player
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Target is labelled 'McGowan'.
S711
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Killing McGowan will cause additional Pirates and Feds to appear.
Silent Mission for Extra special ships again[]
mission #711
The infinitely respawning auxiliary Fed ships are not necessarily hostile as the player is no longer carrying illegal cargo.
5 ships of type Pirates that follow and attack the player
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2 ships of type Lone Federation Ship that infinitely regenerate
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Completion[]
Scheall |
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Harbor |
"The rebel fleet arrives to find your battered but victorious fleet."
Completion |
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The Unrelenting will need some time in dry dock in order to repair the badly damaged sections, but all in all, the day has gone well for the Association of Free Traders. The rebel fleet takes up an escort position, and you land on Harbor to celebrate and recuperate.
You tell him that you will have to ask the remainder of the members, but that you think they will be delighted to take on that role. The thought of fighting the Federation in the open appeals to you. |
Epilogue[]
"It is with a song in your heart that you tell Dala to set course for the great beyond. What was your father's is now yours. For now you are happy to leave things the way they are, and leave the worries of the universe to others, for a while. You wonder who will step forward to take the torch from you.
With a smile you head out into the dark comfort of deep space. It has been a good day..." ― Epilogue
b611 b9995 b9500 M472 Q25048 A711 A713 A714 A715
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Clean status with Federation |
This is the final Association mission. This is the only storyline where the player does not necessarily save or dominate humanity by the end.
Completing this mission will cause the player to be transported to S7evyn.
"A mysterious force transports you to an unknown location..."
[]
Sub-factions: Marauders • Free Traders • The Association • Houseless Warriors Pirate Ships: Viper (v) (i) 110k, Argosy (v) (i) 250k, Thunderhead (v) (i) 425k, Valkyrie (v) (i) 500k, Enterprise (v) (i) 700k, Starbridge (v) (i) 725k, Manticore (v) (i) 12M, Carrier (v) (i) 15M (Unrelenting 1 rich uncle) Association Storyline (Preamble • Intro Missions • Final Missions • Offshoot • Merrol Missions) Pirate Outfits • Pirate Weapons
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