Mercenary · Headhunters
Defend [LOCATION] From Mercs
Briefing
So, I thought we had done a good job of keeping things on the quiet side, but looks like the fact Pyro I, PYR1 L1, PYR1 L2 and others has Headhunters ties has gotten out. Now there are some heavy operators causing major problems there, targeting the objects and generally causing me a massive headache. With the amount of firepower these interlopers are packing, you're gonna need to bring along a crew of your own to pull this off. Especially since I need you to be protecting any friendly ships that need help. This op needs to go off without a hitch, so I’m offering the main contractor 6 Council Scrip for a job well done. Stows out.
What you'll face
45–47 ships across 8 groups. Where a slot draws from a pool, one of the listed ships spawns.
Bomberscriminal
Wave 1 · 2 ships
Wave 2 · 2 ships
Wave 3 · 3 ships
Defenderscriminal
Wave 1 · 3 ships
Wave 2 · 4 ships
Wave 3 · 3 ships
Hostilescriminal
InitialEnemies · 4 ships
Escortcivilian
EscortShip · 3 ships
Hostilescriminal
InitialEnemies · 3 ships
Escortcivilian
EscortShip · 1 ships
Interdictorscriminal
InterdictionShips_BP · 1–3 ships
Escortcriminal
EscortReinforcementsWave01 · 2 ships
EscortReinforcementsWave02 · 4 ships
EscortReinforcementsWave03 · 2 ships
EscortReinforcementsWave01 · 2 ships
EscortReinforcementsWave02 · 4 ships
EscortReinforcementsWave03 · 2 ships
Reward
Where
System
Pyro
Starts around
Pyro I, PYR1 L1, PYR1 L2, PYR1 L3, PYR1 L4, PYR1 L5, Monox, PYR2 L1 +80 more
To accept it
Standing
Veteran Contractor
Cooldown
15 min
No second try if you fail it
Fan-made, compiled from community data. Always confirm in-game · rewards and requirements change between patches.