LittleBear wrote: ↑Mon Jun 09, 2025 8:58 amIf you are really stuck, you can add a beacon to the ship. Open the OXP's config file and then open the shipdata file.
Hi Littlebear,
after a summer break I'm back onto Oolite and the Assassins Guild.
I'm now stuck at Estiri and have no idea how I'm meant to "....lure the target away from the Outpost a bit to outrun the BattleBots and missiles."
I either hang about just out of range of the naval outpost.....and nothing happens.
or
I edge a millimetre too close to the outpost and get fired at. I try run away but can't out run a battlebot - which kills me....or if I kill it, I'm a fugitive and mission over (I think?)
any hints / clues on how to lure out the traget on the Frigate???
Thanks in advance
The Assassins Guild Rebooted - Version 2.4 (Updated 02/05/25)
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- 80's_Elite_player
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Re: The Assassins Guild Rebooted - Version 2.4 (Updated 02/05/25)
- 80's_Elite_player
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Re: The Assassins Guild Rebooted - Version 2.4 (Updated 02/05/25)
80's_Elite_player wrote: ↑Thu Sep 04, 2025 9:11 amsods law I killed the target literally after loading oolite back up after posting this!LittleBear wrote: ↑Mon Jun 09, 2025 8:58 amIf you are really stuck, you can add a beacon to the ship. Open the OXP's config file and then open the shipdata file.
Hi Littlebear,
after a summer break I'm back onto Oolite and the Assassins Guild.
I'm now stuck at Estiri and have no idea how I'm meant to "....lure the target away from the Outpost a bit to outrun the BattleBots and missiles."
I either hang about just out of range of the naval outpost.....and nothing happens.
or
I edge a millimetre too close to the outpost and get fired at. I try run away but can't out run a battlebot - which kills me....or if I kill it, I'm a fugitive and mission over (I think?)
any hints / clues on how to lure out the traget on the Frigate???
Thanks in advance
drifted into the outpost....got spotted....was made fugitive.....but spotted the target so just witchpaced right up it's backside....launched a missile from yards away and let rip with my Thargoid cannon. Did the trick.....had to hyperspace the hell out to complete the mission.
onwards and upwards!
ta
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Re: The Assassins Guild Rebooted - Version 2.4 (Updated 02/05/25)
Hi Littlebear,
Once again I am stuck with a mission in the Assassins guild.
I am now at Eszausve and my current mission statement says "Destroy the imperial flagship 'Vengeance' near the imperial station in the Eszausve system'.
I launch from the docking station an can immediatley see the vengeance and four daemon class cruisers. I'm armed to the teeth with a Thargoid cannon but I manage to fire off my cannon until it overheatds and any missiles I fire just get destroyed and a second later I'm dead.
How in the name of Satan's portion do you destroy the Vengeance? Have I missed a step somewhere?
cheers
Once again I am stuck with a mission in the Assassins guild.
I am now at Eszausve and my current mission statement says "Destroy the imperial flagship 'Vengeance' near the imperial station in the Eszausve system'.
I launch from the docking station an can immediatley see the vengeance and four daemon class cruisers. I'm armed to the teeth with a Thargoid cannon but I manage to fire off my cannon until it overheatds and any missiles I fire just get destroyed and a second later I'm dead.
How in the name of Satan's portion do you destroy the Vengeance? Have I missed a step somewhere?
cheers
- 80's_Elite_player
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Re: The Assassins Guild Rebooted - Version 2.4 (Updated 02/05/25)
LittleBear wrote: ↑Mon Jun 09, 2025 8:58 am
Hi Littlebear,
Once again I am stuck with a mission in the Assassins guild.
I am now at Eszausve and my current mission statement says "Destroy the imperial flagship 'Vengeance' near the imperial station in the Eszausve system'.
I launch from the docking station an can immediatley see the vengeance and four daemon class cruisers. I'm armed to teeth with a Thargoid cannon but I manage to fire off my cannon until it overheatds and any missiles I fire just get destroyed.
How in the name of Satan's portion do you destroy the Vengeance? Have I missed a step somewhere?
cheers
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Re: The Assassins Guild Rebooted - Version 2.4 (Updated 02/05/25)
Range. The Daemon Class Cruiser is an absolute beast and you have no chance against 5 of them at close range. Although you only need to destroy the Vengeance, his four escorts, War, Famine, Death and Pestilence will also attack you as soon as you open up on the Flagship. You can't survive the combined fire of 20 Auto-Tracking Laser Turrets and 30 plasma cannons no matter how iron your ass may be. But, the Deamon has a critical design flaw (hence its rejection by GalCop in favour of the Behemoth). Its lasers can only fire in short pulses and have a 15km maximum range. Its plasma batteries have only a 5km range. As long as you keep them 15kms+ away they can't hit you but you can hit your target.
I'd trade your Cannon for a pair of trusty vanilla Military Lasers (30km range). I don't know what range your Cannon has but if it's 15km or less (as per the standard Thargoid Laser), then you are having the same problem the rebels are having trying to fight the Daemons in the system. Hence their need for an Assassin. They only have beam lasers (10kms) so although two or three rebels could lay down enough fire to break the Daemon's shields, they are getting cut down before they can get in range and their own lasers are too short range to stay out of the Daemons kill zone. Target the Vengeance and then retreat to 30kms away. Open up with your Front Military and then switch to the rear Military whilst your Front laser cools. Rinse and repeat if necessary so you are keeping a sustained beam on him. Don't engage the escorts. He'll be in Hell before any of the Daemons can get close enough to lay a glove on you! You can use missiles if you like, but the plasma turrets are very effective as point defence, so even hardened missiles are unlikely to get through. If one of them gets too close though, lobbing a missile at them will quite often cause them to switch their fire from you to the missile.
I'd trade your Cannon for a pair of trusty vanilla Military Lasers (30km range). I don't know what range your Cannon has but if it's 15km or less (as per the standard Thargoid Laser), then you are having the same problem the rebels are having trying to fight the Daemons in the system. Hence their need for an Assassin. They only have beam lasers (10kms) so although two or three rebels could lay down enough fire to break the Daemon's shields, they are getting cut down before they can get in range and their own lasers are too short range to stay out of the Daemons kill zone. Target the Vengeance and then retreat to 30kms away. Open up with your Front Military and then switch to the rear Military whilst your Front laser cools. Rinse and repeat if necessary so you are keeping a sustained beam on him. Don't engage the escorts. He'll be in Hell before any of the Daemons can get close enough to lay a glove on you! You can use missiles if you like, but the plasma turrets are very effective as point defence, so even hardened missiles are unlikely to get through. If one of them gets too close though, lobbing a missile at them will quite often cause them to switch their fire from you to the missile.
OXPS : The Assassins Guild, Asteroid Storm, The Bank of the Black Monks, Random Hits, The Galactic Almanac, Renegade Pirates can be downloaded from the Elite Wiki here.
- 80's_Elite_player
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Re: The Assassins Guild Rebooted - Version 2.4 (Updated 02/05/25)
Bingo! swapped out my Tharoid cannon for military lasers and did the business from distance! Thanks agaib Littlebear - onto the next installment of this great OXP!LittleBear wrote: ↑Fri Sep 19, 2025 4:54 pmRange. The Daemon Class Cruiser is an absolute beast and you have no chance against 5 of them at close range. Although you only need to destroy the Vengeance, his four escorts, War, Famine, Death and Pestilence will also attack you as soon as you open up on the Flagship. You can't survive the combined fire of 20 Auto-Tracking Laser Turrets and 30 plasma cannons no matter how iron your ass may be. But, the Deamon has a critical design flaw (hence its rejection by GalCop in favour of the Behemoth). Its lasers can only fire in short pulses and have a 15km maximum range. Its plasma batteries have only a 5km range. As long as you keep them 15kms+ away they can't hit you but you can hit your target.
I'd trade your Cannon for a pair of trusty vanilla Military Lasers (30km range). I don't know what range your Cannon has but if it's 15km or less (as per the standard Thargoid Laser), then you are having the same problem the rebels are having trying to fight the Daemons in the system. Hence their need for an Assassin. They only have beam lasers (10kms) so although two or three rebels could lay down enough fire to break the Daemon's shields, they are getting cut down before they can get in range and their own lasers are too short range to stay out of the Daemons kill zone. Target the Vengeance and then retreat to 30kms away. Open up with your Front Military and then switch to the rear Military whilst your Front laser cools. Rinse and repeat if necessary so you are keeping a sustained beam on him. Don't engage the escorts. He'll be in Hell before any of the Daemons can get close enough to lay a glove on you! You can use missiles if you like, but the plasma turrets are very effective as point defence, so even hardened missiles are unlikely to get through. If one of them gets too close though, lobbing a missile at them will quite often cause them to switch their fire from you to the missile.
- 80's_Elite_player
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Re: The Assassins Guild Rebooted - Version 2.4 (Updated 02/05/25)
Hi Littlebear......stuck again........I now have the Graviton missiles.....and trying to destroy the Balrog dreadnaught......I'm sure I read somehwere that you need to get within 5km of the dreadnaught before launching graviton missles.....which I do.....but think the missiles get blown up by an ECM.......any hints please?LittleBear wrote: ↑Fri Sep 19, 2025 4:54 pmRange. The Daemon Class Cruiser is an absolute beast and you have no chance against 5 of them at close range. Although you only need to destroy the Vengeance, his four escorts, War, Famine, Death and Pestilence will also attack you as soon as you open up on the Flagship. You can't survive the combined fire of 20 Auto-Tracking Laser Turrets and 30 plasma cannons no matter how iron your ass may be. But, the Deamon has a critical design flaw (hence its rejection by GalCop in favour of the Behemoth). Its lasers can only fire in short pulses and have a 15km maximum range. Its plasma batteries have only a 5km range. As long as you keep them 15kms+ away they can't hit you but you can hit your target.
I'd trade your Cannon for a pair of trusty vanilla Military Lasers (30km range). I don't know what range your Cannon has but if it's 15km or less (as per the standard Thargoid Laser), then you are having the same problem the rebels are having trying to fight the Daemons in the system. Hence their need for an Assassin. They only have beam lasers (10kms) so although two or three rebels could lay down enough fire to break the Daemon's shields, they are getting cut down before they can get in range and their own lasers are too short range to stay out of the Duaemons kill zone. Target the Vengeance and then retreat to 30kms away. Open up with your Front Military and then switch to the rear Military whilst your Front laser cools. Rinse and repeat if necessary so you are keeping a sustained beam on him. Don't engage the escorts. He'll be in Hell before any of the Daemons can get close enough to lay a glove on you! You can use missiles if you like, but the plasma turrets are very effective as point defence, so even hardened missiles are unlikely to get through. If one of them gets too close though, lobbing a missile at them will quite often cause them to switch their fire from you to the missile.
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Re: The Assassins Guild Rebooted - Version 2.4 (Updated 02/05/25)
The Trumble Inside(tm) guidance system is immune to ECM, but it is quite slow for a missile and it can be destroyed by laser and plasma fire. 5km is the absolute maximum distance at which the trumble pilot is capable of spotting the Dreadnaught, but ideally you should be closer. You must also lock the missile onto the Dreadnaught in the usual way. I'd fire from about 3kms to make sure the trumble can see the target. When you launch the missile, the trumble pilot won't start homing in on the dreadnaught until it spots the Dreadnaught for itself. This can take it a few seconds as there are a lot of ships in the area. The missile also needs a second to acquire the target and arm the warhead, so if fired from literally point blank range it may just crash into the Dreadnaught before it can arm itself.
Try also to fire as the Dreadnaught is flying towards you face on as then the missile will close the distance much quicker. If the missile has to chase after the Dreadnaught whilst it's flying away then it's much more likely to get shot down. The Dreadnaught's guns are also mainly on its sides so it will find it more difficult to shoot the missile down if you go head to head with it and fire at the last minute in a chicken run. The nearer you fire it, the less chance the gunners will have to shoot it down. As soon as the missile is away, break off and turn away from the Dreadnaught as the explosion will cause some splash damage. A single graviton missile is enough to one-shot the Dreadnaught providing it hits and was locked on.
Whilst the trumble is on route, you may also want to keep taking pot shots at the Dreadnaught with your lasers to encourage it to fire at you rather than your furry friend. It can take the missile quite a while to intercept the dreadnaught, so don't assume too quickly that it was destroyed, it may just be slowly catching up with the Dreadnaught. To some extent the challenge of the mission is surviving long enough whilst your trusty trumbles ponderously intercept the Dreadnaught. Only one of them needs to succeed, so you'd be unlucky if all of them fail. Although you fire them as missiles, they are basically trumble-operated drones and you're aiming to shepherd your trained pets in towards your target. If your first missile fails, fire on the Dreadnaught with your lasers to get it's attention and then make another head to head run with it.
Try also to fire as the Dreadnaught is flying towards you face on as then the missile will close the distance much quicker. If the missile has to chase after the Dreadnaught whilst it's flying away then it's much more likely to get shot down. The Dreadnaught's guns are also mainly on its sides so it will find it more difficult to shoot the missile down if you go head to head with it and fire at the last minute in a chicken run. The nearer you fire it, the less chance the gunners will have to shoot it down. As soon as the missile is away, break off and turn away from the Dreadnaught as the explosion will cause some splash damage. A single graviton missile is enough to one-shot the Dreadnaught providing it hits and was locked on.
Whilst the trumble is on route, you may also want to keep taking pot shots at the Dreadnaught with your lasers to encourage it to fire at you rather than your furry friend. It can take the missile quite a while to intercept the dreadnaught, so don't assume too quickly that it was destroyed, it may just be slowly catching up with the Dreadnaught. To some extent the challenge of the mission is surviving long enough whilst your trusty trumbles ponderously intercept the Dreadnaught. Only one of them needs to succeed, so you'd be unlucky if all of them fail. Although you fire them as missiles, they are basically trumble-operated drones and you're aiming to shepherd your trained pets in towards your target. If your first missile fails, fire on the Dreadnaught with your lasers to get it's attention and then make another head to head run with it.
OXPS : The Assassins Guild, Asteroid Storm, The Bank of the Black Monks, Random Hits, The Galactic Almanac, Renegade Pirates can be downloaded from the Elite Wiki here.
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Re: The Assassins Guild Rebooted - Version 2.4 (Updated 02/05/25)
Thanks yet again Littlebear - mission accomplished! need to find another mission OXP now..........Assassins Guild was a corker!LittleBear wrote: ↑Thu Oct 02, 2025 4:59 pmThe Trumble Inside(tm) guidance system is immune to ECM, but it is quite slow for a missile and it can be destroyed by laser and plasma fire. 5km is the absolute maximum distance at which the trumble pilot is capable of spotting the Dreadnaught, but ideally you should be closer. You must also lock the missile onto the Dreadnaught in the usual way. I'd fire from about 3kms to make sure the trumble can see the target. When you launch the missile, the trumble pilot won't start homing in on the dreadnaught until it spots the Dreadnaught for itself. This can take it a few seconds as there are a lot of ships in the area. The missile also needs a second to acquire the target and arm the warhead, so if fired from literally point blank range it may just crash into the Dreadnaught before it can arm itself.
Try also to fire as the Dreadnaught is flying towards you face on as then the missile will close the distance much quicker. If the missile has to chase after the Dreadnaught whilst it's flying away then it's much more likely to get shot down. The Dreadnaught's guns are also mainly on its sides so it will find it more difficult to shoot the missile down if you go head to head with it and fire at the last minute in a chicken run. The nearer you fire it, the less chance the gunners will have to shoot it down. As soon as the missile is away, break off and turn away from the Dreadnaught as the explosion will cause some splash damage. A single graviton missile is enough to one-shot the Dreadnaught providing it hits and was locked on.
Whilst the trumble is on route, you may also want to keep taking pot shots at the Dreadnaught with your lasers to encourage it to fire at you rather than your furry friend. It can take the missile quite a while to intercept the dreadnaught, so don't assume too quickly that it was destroyed, it may just be slowly catching up with the Dreadnaught. To some extent the challenge of the mission is surviving long enough whilst your trusty trumbles ponderously intercept the Dreadnaught. Only one of them needs to succeed, so you'd be unlucky if all of them fail. Although you fire them as missiles, they are basically trumble-operated drones and you're aiming to shepherd your trained pets in towards your target. If your first missile fails, fire on the Dreadnaught with your lasers to get it's attention and then make another head to head run with it.
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Re: The Assassins Guild Rebooted - Version 2.4 (Updated 02/05/25)
Well done!80's_Elite_player wrote: ↑Mon Oct 27, 2025 3:11 pm... mission accomplished! need to find another mission OXP now..........Assassins Guild was a corker!
There is a full listing of Missions OXPs on the
Comments wanted:
•Missing OXPs? What do you think is missing?
•Lore: The economics of ship building How many built for Aronar?
•Lore: The Space Traders Flight Training Manual: Cowell & MgRath Do you agree with Redspear?
•Missing OXPs? What do you think is missing?
•Lore: The economics of ship building How many built for Aronar?
•Lore: The Space Traders Flight Training Manual: Cowell & MgRath Do you agree with Redspear?
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Re: The Assassins Guild Rebooted - Version 2.4 (Updated 02/05/25)
Ever thus shall dictators fall!
Glad to see you completed it and it seems not to have any bugs. I'll convert it to OXZ format and put it on the Expansion Manager in the next few weeks. I playtested Victim 11 and it does still work. It will run once you have made at least 1 jump after seeing the message mentioning Agent Wombat and the results of the election. However, it is very old and it may be impossibly difficult now to complete on modern Oolite, although the code still runs properly.
Glad to see you completed it and it seems not to have any bugs. I'll convert it to OXZ format and put it on the Expansion Manager in the next few weeks. I playtested Victim 11 and it does still work. It will run once you have made at least 1 jump after seeing the message mentioning Agent Wombat and the results of the election. However, it is very old and it may be impossibly difficult now to complete on modern Oolite, although the code still runs properly.
OXPS : The Assassins Guild, Asteroid Storm, The Bank of the Black Monks, Random Hits, The Galactic Almanac, Renegade Pirates can be downloaded from the Elite Wiki here.