Missions

## Description

In Galactic Conquest campaigns, players are assigned with various tasks to complete, known as **Missions**. There are three mission types that will appear in the mission log queue list. This list can be accessed through a button on the left hand side of the Galactic Interface, which will flash red each time a new mission is received. It is imperative to check what missions have been assigned, as they are valuable stepping stones towards campaign progression. Many missions have a time limit, so not being aware of the missions will result in their failure, with consequences for doing so.

**STORY MISSIONS**

Story Missions are one of the central features of Galactic Conquests in which they are included. Through these missions, it falls down to the player to make a series of decisions, the outcome of which will either maintain Star Wars history as it was originally told, or alter it in a different direction. Story missions may also provide certain benefits upon completion, ranging from access to new units to additional credits, planets, or heroes. This mission type is visible from its green text when displayed in the mission log queue.

The Black Sun does not have any story missions at present, though plans for a Black Sun story have been discussed by the development team and are planned for the future.

The New Republic and Imperial Remnant story missions are only located in the Awakening of the New Republic GC, and cannot be accessed in other GC's, even if the player is able to form those factions.

**INTERVENTION** **MISSIONS**

Intervention missions are optional missions which are handed to the player as time limited opportunities to gain rewards such as free units and credits. They will be considered a failure if not completed in the listed timeframe. These missions have the player perform various tasks to further the interests of their faction. Success will also result in an increase in the Support/Fear/Crime value of the player's faction, and failure a decrease. A higher value will result in missions being more frequent and offering better rewards, whilst a lower value will have the opposite effect. It can be worth carrying out missions simply to increase this value. Also note that certain missions may have negative consequences if failed. Intervention missions are visible from their purple text when displayed in the mission log queue.

Note that these missions are handed out by the player's faction leader. Without a faction leader, no new missions will be received until they are rescued.

**RESCUE MISSIONS**

Rescue missions will appear several weeks after one of the player's major heroes has been defeated in battle. They will task the player with capturing a certain planet. If they are successful the hero will be released, ready for active service once more. Note that AI major heroes will return to action once a timer has expired. Rescue missions are visible from their red text when displayed in the mission log queue.

## Story Missions

### Rebel Alliance

* **Conquest for a New Republic** - Early in the campaign, Mon Mothma will request the capture of Kuat, Corellia and Coruscant. Achieving this will convert the Rebellion into the New Republic. Note that this option to form the New Republic has been removed from the Awakening of the Rebellion GC's that contain the Endor chain. This means that this option is only found on certain GC's which do not contain the Endor Mission.
* **The Governor of Cloud City -** Upon conquest of Bespin, a cinematic will be triggered and Lando Calrissian will join the Rebellion.
* **The Mon Calamari Bufferzone:** Mon Mothma will ask the player to secure a buffer zone between Mon Cala and the Empire, as this will make the Mon Calamari can feel safer. The mission is to hold all of the following planets: Jabiim, Yavin IV, Rhen Var, Felucia, Raxus Prime, Korriban, Telos, Saleucami, The Wheel and Kessel. After conquering the last one, A scripted mission will trigger and if successful, Admiral Ackbar will join the Rebellion.
* **Felucia Mission**: The Felucia mission can catch many people off guard, as it has been added in 2.9. (Spoilers ahead!) The objective is to keep a XQ-2 Queen station alive. In the beginning, you command a X wing squadron, move it toward a point(slowly cuz no fast forwarding), and then chase a invincible Tie Scout. After chasing the Tie Scout to the nebula, the second part of the Felucia mission will trigger. The X wing will spot a massive fleet of imperial warships(You don't actually have to see it just move into the nebula). The imperial fleet is based of difficulty. For example, the fleet on expert 5 ISD Is, 2 Advanced loadouts and 3 basic ISD Is, and on Hard, it is 4 ISD Is, 1 Victory I, and 1 basic fighter loadout Venator. Then, you have to run away and alert the station(basically move near the station), and after fighting off a few Tie fighters, it will begin countdown for reinforcements. After a short while, 5 Y wings will appear, and with the station fighter garrison, you are told to slow down the ISDs by taking out their engines. After a bit longer, Rebel One, an Assault Frigate, 1 CR90, 1 DP20, 1 B wing, 1 X wing, and 1 A wing will arrive, with the promise of more reinforcements. (All the reinforcements do not have any effect on the galactic map. Basically, if rebel one or any of the ships die, it doesn't matter as they will still be on the Galactic map) After fighting for quite a while, Ackbar and 2 Other MC80 Independences will move in and force the remainder of the fleet to retreat.
* **Mon Calamari negotiations:** Mon Mothma will tell the player to escort her to Mon Cala so she can make a deal with the Mon Calamari. The player must take her there and then defend the planet until the negotiations are finished. They will receive some Mon Calamari ships over the course of many weeks whilst the negotiations are in progress (ranging from MC-40 to MC-80 capital ships).
* **Capture of Sullust:** After taking Sullust from the Empire, Captain Huoba Neva will appear over the planet and tell the player that the Empire has imprisoned a great hero on Eriadu. After conquering that planet, Commander Syub Snunb will spawn for the Rebellion. Malastare and Naboo will successfully revolt against the Empire over time, rewarding the player with a Liberator cruiser over Malastere and some N-1 Starfighters over Naboo.
* **The Hidden Hero of Tatooine:** When one of the planets near Tatooine is conquered (Falleen, Hypori, Rodia...) Mon Mothma will speak to the Player about a military commander that was hiding in Tatooine after the rising of the Empire. Conquer said planet, wait a few weeks and Adar Tallon will join the Rebellion.
* **Kuat negotiations**: After conquering Kuat for the 1st time, the Player will be notified by Mon Mothma that KDY, after difficult negotiations, are willing to allow the production of 1 Mandator II-class Star Dreadnought for the Rebel Alliance.

#### **Death Star Storyline:**

**Part 1 - The Zhar Mission:** After either conquering Naboo or liberating it through the Sullust Sidequest, Ace Azzameen will spawn over Naboo. Mon Mothma will explain that Ace needs to undertake a mission on the nearby planet of Zhar. Send him alone to start the tactical mission. You may find the following walkthrough video useful:

   After completing the mission, the player will gain the imperial shuttle Tydirium.

**Part 2 - The Attack on the 2nd Death Star:** Approximately 50 weeks later, Mon Mothma will explain that the Death Star II is under construction in the Endor System. The fleet will be able to destroy it by sending fighters inside the superstructure, but a key planetary shield must be disabled to allow this attack to take place. The Player must sent Leia, Han Solo & Chewbacca, Luke, R2-D2 and C-3PO to Endor aboard the Tydirium shuttle so that they can eliminate this shield generator. Then, a scripted battle of Endor will trigger, which requires Rogue Squadron to be there. It's alot of fun, but make sure to bring alot of ships and protect Ackbar! With this done, Mon Mothma will proclaim the foundation of the New Republic, giving the Player access to new ships (if the tech required levels for them are met), ground units and buildings.

### New Republic

* **Founding a New Jedi Temple** - Fairly early on in the campaign, Mon Mothma will tell you to bring a Jedi Master to Yavin IV in order to begin to rebuild the Jedi Order. Upon bringing either Luke Skywalker or Rahm Kota to the planet, you must then build a Jedi Temple there. Once this is built, Mon Mothma will speak to you again, this time telling you to search for Jedi Padawans to train. To do this, you must send a Jedi Master to different planets around the galaxy. Again, this can be Rahm Kota or Luke Skywalker. These planets include Bothawui and Mon Cala. Upon finding these Jedi Padawans, Mon Mothma will speak to you once more, telling you that a Jedi master must stay at the temple on Yavin IV to train the Padawan, though this is fact the end of the mission chain.
* **Acquiring cheap ships** - Appearing relatively early in a campaign, this asks for Han Solo to be moved into the orbit of a series of planets as he searches for Talon Karrde, who can apparently help the New Republic to acquire some cheap warships to help defend itself against Imperial Remnants. After each move, there will be a short delay before text triggers and the next planet is highlighted. Though the mission text mentions Lando, he is not required to be present for this first stage. In order, the planets in question include Tatooine, Mandalore, Thyferra, Bilbringi, Muunilinst and then Myrkr. For this last location, the planet must be captured and both Han and Lando placed on the surface. A week later, Talon Karrde will spawn and ask for both him and Han to visit intersection 3, where he has found the Katana fleet. Upon doing this the Katana fleet will be placed under player control. It consists of five individual katana fleet dreadnaughts with no listed pop cap, and an additional dreadnaught which does not stack with the others, takes up population cap, and calls in six others in battle, providing a total fleet of 12 dreadnaught cruisers to the player. Note that this mission chain does not appear in the mission log. **This mission currently crashes on the last step.**
* **Contacting resistance groups** - Later in the campaign, at around week 34, Mon Mothma will ask the player to liberate Thyferra if it is not already under New Republic control, as a local resistance group wishes to meet her. She must then be placed on the planet surface to trigger the next stage of the quest. At this point, she must remain on the planet, which needs to be protected whilst negotiations are in progress. Over time, the citizens of both Fondor and Taris will revolt and join the New Republic if they are not already part of your territory. The mission does not have any dialogue informing the player that it is over, but it is safe to consider it complete once these two revolts have occurred. Note that this mission does not appear in the mission log.
* **Kuat negotiations**: After conquering Kuat for the 1st time, the Player will immediately receive a Mandator II-class Star Dreadnought for free.

### Galactic Empire

* **The moons of Zhar** - Upon capture of Zhar, a cutscene will be triggered. After a few weeks, you will be able to recruit Captain Brandei at any planet with a Moff Palace.
* **Noghri Alliance** -After conquering the planet Honoghr, a mission will trigger, requesting Darth Vader to be placed into the planet to aid the Noghri. After a few weeks, the mission will end and Noghri Death Commandos will be recruitable for the Empire.

#### **The Death Star Story Chain:**

1. **Research** - On week 7, Moff Jerjerrod will contact the player and say that after researching the Battle of Yavin, Bevel Lemelisk is confident he can remove the fatal design flaws, but needs to be brought to The Maw first. This dialog starts the Death Star chain. This first mission requires taking Bevel Lemelisk to The Maw. It is advisable to secure the location and a route to it prior to completing this, as it will be very useful later. Note that if after 10 weeks Bevel has yet to reach this location, further dialogue will explain that an ISB agent will be able to transport Bevel to the Maw in secret. Garrndan will spawn on Coruscant, and if he is placed on Kuat along with Bevel, Bevel will become a stealth unit. Garindan remains in your service after this point, and is a very useful hero in his own right.
2. **The Battle for the Maw -** Shortly after Lemelisk arrives on The Maw, Jerjerrod will alert the player that there was a security breach and the Maw might be compromised. He will alert the player to be prepared for anything. 5 weeks after this dialog ends, the Maw will be attacked by a sizeable Black Sun fleet. This fleet is scripted and will attack the Maw directly, even if the player has control of Kessel. It is highly advisable to have a decent fleet in The Maw for this mission. The main objective of this mission is to protect the research station and both Lemelisk and Admiral Daala, who is in charge of the Maw's defences. If either of them are killed, the mission will fail. If the player has not stationed additional ships there, they will only have whatever space station is built at The Maw and Daala's Star Destroyer. Bevel will spawn in a small transport ship. If the player brings their own fleet, Bevel will be aboard a random ship. The mission ends if either Bevel or Daala is killed, the research station is destroyed, or if the player successfully defends the station. It is here where things can slightly go differently for the player, depending on the results of battle. If the player is successful, Admiral Daala is available to be recruited and the player will get the next mission. If the player fails, Daala will be killed and unable to be recruited. Bevel is also taken prisoner and will need to be rescued. This is the same rescue mission as the other major heroes. He will need to be rescued before the mission chain can continue. Once he is rescued, some dialog will play, upon which the player will then receive the next mission. The next step is the same if the player succeeds or fails in The Maw defence, the only difference being if they will receive it right away or if they will have to rescue Bevel first.
3. **Research Station -** After the attack on The Maw, the station is no longer deemed safe, and Jerjerrod requests that Bevel Lemelisk be brought to Byss to continue the Death Star research. This mission is very simple; the player must bring Lemelisk to Byss and then construct the unique Research Facility ground structure (This facility is only used for the story, it has no value outside of it). There are two things to note about this mission. The first is that the Research Facility will be greyed out and unable to be built until Lemelisk is place on the surface; he cannot stay in orbit or it will not be buildable. Second, the Research Facility costs 65,000 credits to be built. It is here where players can start understanding the cost of the Death Star; while it is a powerful battlestation, it is not cheap by any means, and this is only the start. This mission does not have a timer attached to it, meaning if the player does not have enough income, or wishes to spend that income on other units and structures, they can wait and come back at another time. Once the Research Station is complete, Bevel will continue his research.
4. **Scouting Mission -** 6 weeks after the Research Facility has been built, Jerjerrod will inform you that the blueprints of the Second Death Star are now complete, and that it is time to find a suitable planet to construct it. This mission requires the player to send probe droids to several planets around the galaxy in an attempt to find the perfect one. This mission DOES have a timer attached to it; you have around 15 weeks from the missions start to complete this task. The planets listed are as follows:
	* Kalee - While an interesting planet to build on, and the ability to use the local population to help with the construction, recent battles with pirates and the presence of scrappers could lead to unwanted attention.
	* Jedha - Given the data on Jedha, this planet does not meet the conditions needed for the construction process.
	* Raxus Prime - A nice planet, but too close to enemy bases such as Mon Calamari. While a battlestation, they do not want to test the Death Star while under construction.
	* Toydaria - Toydaria is too close to both the Galactic Core and Hutt Space; transporting the amount of resources needed to build the Death Star could alert the Hutts and make convoy raiding an issue.
	* Lok - Lok is an interesting planet, located on the outskirts of the galaxy, away from enemies and unwanted attention. While not confirmed to be the planet to build the Second Death Star over, it is kept on the list.
	* Endor - The Ewoks on the first moon could be used as a cheap labour force. Not to mention it has a breathable atmosphere and is located away from most enemy bases.

Note that even if any of the planets listed above are already controlled by the Empire player when this mission begins, you can still send a probe droid there. If you move a fleet over a probe droid, it will then join that fleet and can be moved with it. From there, it is the same as above; move the fleet with the probe droid in it to the planet needed and it will advance the chain.

If the mission is completed in time, Jerjerrod will inform you Endor has been chosen as the planet to construct the Second Death Star. He will tell you to capture the planet and construct a base there with a shield generator and to begin construction of the Death Star, with a goal of 2 years (104 in-game weeks) for its construction to be completed. If the player fails to complete this task in time, Jerjerrod will inform you that they used current Imperial data to choose Endor, with a goal of 18 months (72 in-game weeks) due to the fact that it can be more discoverable to the Rebels. The next mission is the same regardless, the only major difference is how many weeks you have to build it. It is highly recommended that you complete this mission section, as that extra time could be needed. From here, the player needs to capture Endor, build a space station over it and move Jerjerrod to Endor.

**5. Build the Death Star** - Once Jerjerrod is moved to Endor and the space station is built, the option to build the Second Death Star appears. From this point on, it is a race against time. The Death Star is not going to be cheap, however; it requires 100,000 Credits and 250 pop cap. Because of this, especially the pop cap, it is highly unlikely that the player will be able to begin building it immediately. The Death Star requires around 30 minutes to be built, or 40 minutes (this can be reduced with both Jerjerrod and Bevel on Endor, as both give a 20% build reduction). This means that while it can be built in the time frame, fairly easily, getting the credits and the pop cap to build it makes it a very big challenge to build it in time, especially if the player did not complete the scouting mission. Throughout the mission, cutscenes will play from Return of the Jedi, including Vader and Palpatine's arrival to the Second Death Star. While they do not do anything to the game itself, one event does play a major part; several weeks before the timer ends, dialog will play showing Vader killing Jerjerrod due to his inability to complete the Second Death Star. When this occurs, Jerjerrod permanently dies in the GC, unable to be used for the remainder of the playthrough. Vader then alerts the player he has 3 months left to complete the Death Star. This indicates that time is running out, and if the Death Star is not near competition at this point, it will most likely not be finished.

* **Completion of the Death Star -** If the Death Star is finished in time, a scripted battle of Endor will happen, based off the events in Return of the Jedi. However, you only start with the Piett and the Paellon, so it's best to bring your fleet to support them before the death star finishes. The rest is just pure fun, no matter how the battle goes. the player now has access to it to use however they please. They also get access to Tech 4, which can be built at Kuat for 10,000 credits, giving the player access to new ships and units. The player now has one goal; conquer the rest of the galaxy, however they please.

* **Failure to construct the Death Star -** If the player is unable to complete the Death Star in time, a cutscene will play showing the destruction of it during the Battle of Endor. From here, Vader, Palpatine, and the Executor are now permanently dead and cannot be recruited again, the player loses Endor to the Rebels, who are now the New Republic, and they become the Imperial Remnant. Tech 4 is also given to the player instead of being built. Gilad Pellaeon will appear to the player as a new hero. Note that following the death of Palpatine, the player has permanently lost their faction leader, and so they will no longer receive intervention missions. Other then that, the GC plays out the same, albeit harder due to the lose of several key heroes and the loss of around 200,000 credits, which is hard for the player to make up.

#### **The Empire Strikes Back Mission Chain:**

These are the missions found in the Executor chain for the Empire in the Awakening of the Rebellion GC, following the events of the Empire Strikes Back movie. Because players have found the mission confusing at points, particularly at the end of the mission chain, this will be more in-depth then other missions on this page.

* **Capture of Allyuen -** This mission chain can be activated in two ways. The first and most common way of triggering it is by taking Allyuen at any point throughout the GC. The second way is linked with the Death Star chain above. Around 10 weeks after the player captures Endor and begins construction of the Second Death Star, the mission chain will activate. There is only one noticeable difference between these two ways to start the chain; the Endor path has one extra step appear, telling the player that there is a Rebel cell in the Allyuen sector and that the player needs to take it. Once that is done, the chain will proceed as normal.

* **Scouting and capture of Hoth -** After taking Allyuen, the planets of Anoat, Mustafar, Hoth, and Bespin will be unlocked on the map. The player will be told to scout out the planets, minus Bespin, using probe droids (though only Hoth is required to complete the mission). After a cutscene, the player will be ordered to conquer the planet once the rebel base has been found.
* **The Battle of Hoth -** Bring a fleet containing Darth Vader and Admiral Ozzel to Hoth. More often than not, the rebels will have an ion cannon on the planet's surface that will fire at your ships After the space battle, Vader will kill Ozzel in a cutscene. This will permanantly remove Admiral Ozzel from the map making him unavailable for the rest of the campaign. Capture the planet on the ground using whatever forces you like.
* **The Battle of Bespin -** Following the conquest of Hoth, a bounty hunter located the Millenium Falcon at Hoth and has tracked it to Bespin. The player must now capture the planet using whichever forces they please. Either invade the planet with Vader or bring him to the ground afterwards to complete the mission. Shortly afterwards a speech event will play with Admiral Piett, and the Executor will be unlocked. It can be constructed at any Imperial Palace for 125000 credits.

#### **Thrawn Mission Chain:**

* **The Hunt -** At around Week 11, Darth Vader will contact the player regarding a rebel cell in the Ord Mantel system. The player must capture Ord Mantel, if they haven't already, and bring Darth Vader to the surface of the planet.
* **Bridgehead -** After taking Ord Mantel, Admiral Thrawn will contact the player, informing them about a prominent Imperial base on Yaga Minor. It would make for an excellent staging ground for his military campaign. The player must retake Yaga Minor if they have lost it, then construct a Large Imperial Dockyard and an Imperial Advanced Fighter Dockyard there. The mission will still progress to the next stage if the fighter dockyard is built elsewhere, however.
* **The Muunilinst Campaign -** Once the necessary facilities have been constructed, Thrawn will ask for assistance in conquering Muunilinst, along with several of the surrounding systems. The player must capture Muunilinst, Mygeeto, Kalee, and Bastion in any order using any forces they wish.
* **Traitors! -** After taking over the last required planet, Yaga Minor will come under Warlord control. An Imperial officer will contact you, claiming that Imperial forces are attacking the dockyards at Yaga Minor. The player must move a fleet back to Yaga Minor. Upon arrival, Thrawn will remark that the traitors have destroyed all of the facilities there and then fled. He suspects Grand Admiral Zaarin is behind the attacks. Following his speech, Kalee will also come under Warlord control.
* **Confronting Zaarin -** It's time to take down the traitorous Grand Admiral. The player must bring a sizable fleet to Kalee. Upon arrival at the battlefield, Thrawn will join the player's forces right away in the Admonitor. Zaarin commands his forces from the modified Tector Star Destroyer *Glory.* His fleet consists of an Imperial II Star Destroyer, two Ton Falk carriers, three Victory-class Star Destroyers, a lancer frigate, and some TIE Avenger squadrons, all surrounding a Golan III NovaGun platform. Spearheading his defence is Captain Averil Coran in his Victory II Star Destroyer. During the fight, Captain Coran will betray Zaarin and rejoin the Empire. He will be promptly targeted by Zaarin's forces and will most likely be destroyed. After destroying the *Glory*, mopping up the rest of Zaarin's loyalists shouldn't be too much of a challenge. Upon victory, the newly promoted Grand Admiral Thrawn can now be recruited at any Imperial Palace for 28000 Credits. Kalee can be safely retaken, as there are no enemy ground forces on the planet.

### Imperial Remnant

* **Find and Eliminate the Warlords** - At the start of the campaign, the player will be informed that several Imperial leaders have split off from the Empire, becoming independent warlords. Each of 5 separate groups must be found and eliminated. Upon destroying each, the player will be rewarded with some units, as some officers choose to rejoin the Empire. Precise details can be found here.
* **Re-establish communications with Admiral Daala** - On week 5, the player will be tasked with conquering Kessel, as this will allow communications to be re-established with Admiral Daala and her fleet. Upon mission completion, Daala and her fleet of three ISD1s will be placed under your command.

## Intervention Missions

### All Factions

* **Reconnaissance** - This requires a stealth unit to be sent to the listed location, in return for a credit reward. Upon reaching the first destination a second is mentioned, which must also be visited for the mission to be completed.
* **Production** - This mission requires the player to build a specific structure, which can range from a production building, to a defense platform, to even a space station. Completion of this mission rewards the player with units.
* **Gain Planetary Control** - This requires a certain system be captured, in return for a reward of some units.
* **Hunt Capital Shipyard** - This requires the destruction of a shipyard station belonging to an enemy faction (such as an Alliance Warship Dockyard or a Ship Trader). The player will be awarded one or more ships of the opposing faction which, depending on the type of station destroyed, can range from fighters to capital ships. This mission can only be received when an opposing faction has multiple capital shipyards.
* **Prototype / Special Offer** - This requires the saving up of credits and the movement of a listed hero to the ground of the planet mentioned, at which point the space unit listed will be provided and the listed amount of credits deducted. The unit on offer is frequently one that would otherwise not be available for purchase at the present time.

### Rebel Alliance / New Republic

* **Pirate Rescue** - This requires the player to rescue a captured pirate leader by taking control of the listed planet. Once captured, the player will be rewarded with units. These units come mostly from the minor factions, and can range from fighters to capital ships.
* **Riot** - This mission requires the player to take a force of stealth units and heroes to the orbit of the targeted planet. Once in orbit, there will be a percent chance of the mission succeeding or failing. Success results in the destruction of a random building on the planet, while failure results in a mission failure and a loss of support on the support bar. It should be noted that the success chance is extremely low to begin with, resulting in universal failure if only one unit is brought. It will require almost every Rebel stealth unit and hero to be brought in orbit of the targeted planet for a mission success.
* **Fight Corruption** - This mission requires the player to remove corruption on several of their worlds, usually 2. This mission only appears when 2 or more planets have been corrupted. Success rewards the player with credits.
* **Refugee Escort** - This mission requires the player to send a stealth unit to the orbit of one planet to pick up a group of refugees, then take them to the orbit of another listed planet. Once completed, the player is rewarded with credits. It should be noted that the refugees cannot be moved in any way until they are in the same group as a stealth hero.
* **Cargo Raid** - This mission requires players to take a fleet to eliminate a Gozanti-class transport that is carrying a Kyber Crystal being used for the Death Star project. The Gonzanti will move around on the galactic map at random, but the player will be notified when it is moving, and the mission log will state its current location. In battle, the Gozanti is accompanied by 2 Lancer-class Frigates, 1 Star Galleon-class Frigate, and an Immobilizer 418 Cruiser, along with any space defenses and units already over the planet. It should be noted the player does NOT have to win the space battle entirely, they only need to destroy the Gozanti transport. Once the Gozanti is destroyed and the battle is over, the player will be rewarded with a large sum of credits.

### Galactic Empire / Imperial Remnant

* **Governor Control** - This requires Bevel Lemelisk, Bin Essada, or Moff Jerjerrod to be brought to the surface of the listed planet to put down a potential riot. Once completed, the player will be rewarded with a credit bonus.
* **Inquisitor Training** - This requires Darth Vader to be brought to the surface of Coruscant for five weeks to train a group of Sith Inquisitors. During this time, Vader will be unavailable to the player. At the end of the mission, Vader will return, along with 2 Sith Inquisitors the player can use as they wish.
* **KDY Demand -** This requires the production of certain listed warships. Upon successful completion, the player will be rewarded with a temporary Kuat Drive Yards representative, who will reduce the price of KDY ships at his current location. Upon failure, KDY will become upset with the player's refusal to support their business, and refuse to take orders for new ships for a period of ten weeks.
* **Fight Corruption** - This mission requires the player to remove corruption on several of their worlds, usually 2. This mission only appears when 2 or more planets have been corrupted. Success rewards the player with credits.
* **Hunt Sympathizers -** This mission requires the player to use a bounty hunter or other such unit to remove Alliance Envoy's from their planets. This mission only occurs when an Alliance Envoy is taking money from the player. Once completed, the player is rewarded with credits.

### Black Sun Underworld

* **Shiptrader War** - This requires the player to pick a side, by building a new Ship Trader or Ship Refitter on any world that can build these structures. Whichever structure gets built will grant the player a minor Ship Trader or Ship Refitter hero, depending on the structure, for around 10-15 weeks. This hero reduces build time and cost of space units on any planet he is on. However, the side which was not picked will be upset with you, and will refuse to sell you ships from their structure for around 10-15 weeks. For example, if a Ship Trader was built, the player will receive a Ship Trader minor hero, but cannot build any units from Ship Refitters for 10-15 weeks. Failure to build either structure within the time frame will result in both businesses closing their doors on you, preventing any space units from being built for a short time. It is therefore advisable to pick a side.
* **Spread Corruption** - This mission requires the player to spread corruption to several worlds on the Galactic Map. It does not matter what kind of corruption is used. Once completed, the player is rewarded with credits.
* **Hidden Treasure** - This requires Guri to be sent to a system located somewhere near to the system listed. This location is usually within a couple of jumps, but may also be nearby in real space terms. Upon the system having been found, a bounty hunter hero must be sent to the location, after which a credit reward will be received.
* **Assassinate Heroes** - This mission requires the player to use bounty hunters or other such units to eliminate two enemy heroes on the Galactic Map. Once completed, the player is rewarded with credits or units.
* **Ship Thief** - This requires Niles Ferrier to be sent to a system located somewhere near the system listed to located an enemy vessel for capture. This location is usually within a couple of jumps, but may also be nearby in real space terms. Once the correct system has been found, Niles will disappear for a short time. After a short period, he will return on a random player controlled planet along with the stolen vessel that the player can use as they wish.
* **Hunt Sympathizers** -This mission requires the player to use a bounty hunter or other such unit to remove Alliance Envoy's from their planets. This mission only occurs when an Alliance Envoy is taking money from the player. Once completed, the player is rewarded with credits.