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These rumors can exist on Zones. Some Zone Rumors are exclusive to Wild or non-Wild Zones.

Economic rumors can be purchased from some Contacts. When this is done, the location of an already existing, but previously unknown rumor is revealed and its length is slightly extended. The same is true with recruitment rumors from a different contact service.

Urban Zone Rumors - All Eras[ | ]

Shortage (Economic)[ | ]

  • The zone's exchange is starving for goods in demand. Prices will be higher for such cargo, and the exchange will buy more before demand slackens.
  • The zone's exchange has little to sell. Production is down and the exchange will not have much to offer.

Surplus (Economic)[ | ]

  • The zone's exchange is flush with production. Prices will be lower and the production of this holding will sustain more large purchases before supply slackens.
  • The zone's exchange has less interest in buying. Demand is down down and the exchange will not have much to offer.
  • With their economy booming, Contacts resident in this zone may gain Influence.

Embargo (Economic)[ | ]

  • With the trade officers prowling the exchange and starport, this zone's Trade Law is temporarily elevated and lower Legality cargo will be harder to sell.
  • If we buy or sell legal goods in the exchange in this zone, we will gain Reputation with the location faction.
  • Heightened trade law means higher profit potential for smugglers as many more goods become illegal and the Black Market booms.
  • With the law bearing down, any sales on the Black Market will increase our Reputation with the local faction as we bring much needed goods into the market.
  • With their economy squeezed, Contacts resident in this zone may lose Influence.

Tariffs (Economic)[ | ]

  • The new taxes have raised the price on every good sold in the exchange by 20%.
  • With their economy squeezed, Contacts resident in this zone may lose Influence.
  • Desperate to leave this embattled zone, quality recruits are available. +1 Character Levels higher than usual.

Starport Closed[ | ]

  • Other than allowing Star Traders their right to land, all services at the starport are restricted. We will not be able to fuel, repair, upgrade or access dry docked ships at this landing zone.
  • With interstellar traffic reduced, Contacts resident in this zone may lose Influence.

Trade Suspended (Economic)[ | ]

  • We cannot buy or sell goods at the exchange.
  • However, the zone's Black Markets are booming and all goods are being bought and sold at advantageous prices.
  • With their zone's economy completely suspended, Contacts resident in this zone may lose Influence.

Civil Unrest[ | ]

  • Due to the on-going mayhem and violence across the entire zone, the spice hall is closed. We cannot spice, pay, heal or recruit at this zone.
  • The upheaval has driven many of our Contacts out of the zone's center or into hiding and the security forces are denying our right to meet with any Contact.
  • With their zone completely disrupted by chaos, Contacts resident in this zone may lose Influence.
  • The zone's security is greatly distracted and offworld trade is less regulated. Trade Law is reduced by 5.

Mercenaries (Recruitment)[ | ]

  • With the confluence of expertise, all recruits taken at the Spice Hall will be at +2 Character Levels higher than usual
  • All recruits offered by our Contacts in this zone will be at +2 Character Levels higher than usual.
  • Shock Troopers and Bodyguards may be recruited from the Spice Hall.

Starport Boom (Recruitment)[ | ]

  • The busy Starport is offering more Components for ship upgrades than usual and at 10% discounted prices.
  • Water-Fuel on this zone will be cheaper than usual.
  • With their Starport in a major boom, Contacts resident in this zone may gain Influence.
  • Engineers and Commanders can be recruited from the Spice Hall.

Spice Festival (Recruitment)[ | ]

  • No limit to spice available
  • Smugglers can be recruited from the Spice Hall
  • Trade Law is reduced by 4
  • All recruits acquired are +1 level
  • Blade Dancers and Saboteurs are recruitable form the Spice Hall
  • Contacts in the zone may gain influence

Academy Graduation (Recruitment)[ | ]

  • Multiple classes are graduating from every major academy. Specialist recruits will be easy to hire. Anyone recruited in the hall or from Contacts gains +1 bonus level.
  • With such a flush of new academy graduates, we can recruit Doctors, Quartermasters, Military Officers, Wing Leaders, Wing Techs, Scientists, and Engineers from the hall.
  • Buoyed by the excitement and the celebrations, the zone's Spice Rating is increased by +2 during this time.
  • With their zone in profitable revelry, Contacts resident in this zone may gain Influence.

Urban Zone Rumors - Coalition Consolidation Era[ | ]

UDF Recruitment Drive (Recruitment)[ | ]

  • With the confluence of untrained laborers and experts on the zone, we have our pick of the highest quality candidates in the hall. All recruits gain +3 bonus levels.
  • All specialist recruits offered by our Contacts in this zone gain +3 bonus levels.
  • Soldiers, Pistoleers, and Swordsmen are always available for recruit in the Spice Hall regardless of the zone.
  • The UDF needs all kinds and so there is a flood of Combat Medics, Bodyguards, Military Officers, Commanders and Wing Techs in the hall.
  • With their zone inundated with travelers, recruits and professional soldiers, the economy is busy. Contacts resident in this zone may gain influence.

Wild Zone Rumors - All Eras[ | ]

Resource Rush[ | ]

  • All Good and Rare reward cards gain a +20% chance to appear while Exploring.
  • Chance of discovering Gear is increased.

Treasure Hunters[ | ]

  • The wilderness has been stripped of all of its valuable resources and cannot be Explored unless there is an active Exploration Mission.
  • If Exploring for a Mission, all Good and Rare reward cards are reduced to a 1% chance to appear and Pirates are very likely to ambush your expedition.

Surface Storm[ | ]

  • Exploration expeditions are more likely to encounter maximum danger to crew members and more difficult Skill Saves to avoid damage.

Discovery[ | ]

  • Exploration expeditions are more likely to uncover caches of Terrox Artifacts in this wilderness.
  • Xeno are more likely to attack when Exploring this wilderness.

Xeno Infestation[ | ]

  • Xeno are far more likely to attack and destroy an Exploration expedition in this wilderness.
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