Rift Conglomerate:
1. 115th Galactic Yacht Regatta Security
Once again, the Yacht Race is on! A celebrated event among the Galaxy, various planets, nations, and individuals send their best engineers and fastest Yachts to do a n-space + wormhole race from one end of the Galaxy to the other. This year, it's the Rift Congolmerate's turn to host, and they are hiring out trusted neutrals to ensure that piracy and bribery are held to the minimum.
1000bc, flat rate. Supplies paid for and they'll make sure you cannot fall more than two months behind on Logistics score. Varies in risk from "boring patrol duty" to "HOLY GOD THAT'S A LOT OF SHIPS" historically speaking; very long contract; won't negatively affect relations with others if you're not caught doing any flagrant piracy and bribery.
2. Prevent Takeover
A small fish Planetary CEO with very little in liquid funds is aware that certain creditors within the Rift want to enact a hostile takeover, and are renting out a fleet and Marines enough to do so. He can't actually afford to pay at the moment, and for several consecutive moments, although if you manage to keep him in business, The Deal says that he'll open up the planetary shipyards (800 space) to the Fleet at cut-throat rates 6 months in the future even if it does bankrupt him.
Assuming he's still in business in six months, anyway...
Coalition of Monarchies:
1. A Matter of Honor
One Royal offended another on a point of honor, and refused to duel. The slighted Monarch is offering you to invade, drop Marines on the capital and seize the Royal in question until the Monarch's forces can arrive to pacify the planet. You will get 100% salvage rights, bribery from panicked officials demonstrating their acceptance of the tactical situation financially, and repairs will be paid for all ships (including captured.)
Kai:
1. Thiefcatcher:
The Kai have detected a Merope convoy containing War Kai biosamples. The Queen desires that those samples be destroyed entirely, and wants you to capture the convoy. The Queen does not care if you destroy the convoy entirely or capture it, and offers a reward of 200bc (50 up front and 150 upon confirmation) + whatever you capture.
2. Rogue Drone
A Nurse with pretentions to Queendom has seized an old Superdreadnought with a screen of two pocket battleships, six light cruisers, and eight corvettes, plus the associated wing (suspected to be Interceptor-heavy.) The Queen wishes the destruction of the Drone before its intentions are executed, and will offer you 1500bc plus supplies and logistics at Kai systems.
Terran Alliance:
1. Deliver supplies to Alliance Frontier Defense Fleet.
This is going to be a long distance mission, and any extra space on your ship will be filled with military supplies (not weapons or munitions, they don't trust you THAT much) that you won't profit from. Any escort ships WILL be ordered to sit 3lm outside of the Twelve Minute Limit* at zero velocity with Alliance warships sitting in missile range. No R&R; you're on a schedule.
The Alliance will pay for your fleet logistics score plus 10% of the cargo, and you expect to make at least 1bc per Supply you sell. Low risk, low reward.
2. Join a mining convoy. Your job will be to ferry mining ships in, fly back, buy supplies with the profit, return to sell supplies in exchange for ores, and return home. Very low risk.
Your logistics score for transit is your own problem. They pay for you to sit around. You get a flat fee per transport, and whatever ore you get, you take your chances on the stellar market. Escort ships will be paid a small flat rate if there is no combat, and the bonus will increase considerably for actual combat. Plus, they will tow your salvage for free after combat, whether it's your ships or the enemy. It's a joint venture between the League and the Alliance in the general neighborhood of the border, where allegiances are mixed.
3. Carry Construction Modules to the Frontier to help build the Alliance forward base in the grey area of "interstellar space", but to what is commonly understood to be Leaguespace. Moderate risk, large but unspecified reward. Escorts are very much encouraged, although they'll have to take specific locations in the formation so as to reduce the odds of your ships being able to do significant damage.
4. Spy. You get loaded with sensors, and deliver software to Alliance factors on League planets with significant orbital industry. Moderately high risk, and you collect based on how much information you gather and how useful it is. Escort ships are going to be welcome up to the Twelve Minute Limit with no velocity restrictions or League military escort, and they are precleared to launch shuttles to seek out League missions and take R&R provided the navigator accepts Astro Control's flight plan and a Fighter escort (ostensibly for the safety of both visitors and Leaguers.)
League:
1. We're Not That Dumb, Alliance
The Alliance contract is a trick; they intend to withdraw the majority of their strength before the station is completed and force the mercenaries and shitlisted Alliance officers to deal with the League Navy on their own. The League intends to sneak in forces before this confrontation and attempt to seize the station with minimal use of force through superior firepower.
The reward is ownership of station, where Fleet ownership is split evenly between the League Navy and the other mercenaries on your side.
2. Join a mining convoy. Your job will be to ferry mining ships in, fly back, buy supplies with the profit, return to sell supplies in exchange for ores, and return home. Very low risk.
Your logistics score for transit is your own problem. They pay for you to sit around. You get a flat fee per transport, and whatever ore you get, you take your chances on the stellar market. Escort ships will be paid a small flat rate if there is no combat, and the bonus will increase considerably for actual combat. Plus, they will tow your salvage for free after combat, whether it's your ships or the enemy. It's a joint venture between the League and the Alliance in the general neighborhood of the border, where allegiances are mixed.
3. Spy. You get loaded with sensors, and deliver software to League factors on Alliance planets with significant orbital industry. Moderately high risk, and you collect based on how much information you gather and how useful it is. Non-Alliance escort ships are subject to the same rules as above (15lm from hyper, zero velocity); sending shuttles needs to be arranged with individual planets and systems unless the specific origin is from the Alliance. No Kai are allowed to step foot on any Alliance planet, period.