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Combat and Missions
Everything here lives on the LOCAL tab; for combat session tracking and loadout readiness, see the Combat/AX workspace on ROLES.
The classic combat money-maker: take several "massacre pirates" missions against the same target faction from different giver factions — every kill counts toward all of them at once.
The MASSACRE STACKS card does the bookkeeping spreadsheets used to:
- stacks grouped by target faction, with mission count, giver count and total payout
- a progress bar with the correct target: the largest single giver's kill total (not the sum across givers)
- kills tallied automatically from your bounties and combat bonds
- a voice callout the moment the stack completes — "Massacre stack complete"
- counters reset when you hand missions in, so the next stack starts clean
The card also shows a session combat line: kills, bounty claims and bond claims — a reminder to redeem before you lose them.
Your ship's REBUY (insurance cost) shows next to credits/fuel/cargo — amber when your balance covers less than 2 rebuys, red when you can't afford one, with spoken warnings as you cross each line. The most expensive lesson in the game, prevented.
Active missions from your journal: kind, faction, destination (one-tap plot), reward, a live expiry countdown, delivery progress (12/40 delivered), and a cargo-match warning when you're not carrying what a delivery still needs. Missions also feed the session planner, which prioritizes the ones about to expire.
Picked up a bounty on your head? The IF finder locates the nearest Interstellar Factors contact to clear it, one tap from plotting.
Construction depots you've visited show their remaining resource needs, the payout for delivering, and — via FIND SOURCES — the cheapest nearby sources for each commodity, every one with a ◎ plot button.