The Odyssey

Mission Briefing ▾
Backstory: You are Odysseus, known across the outer rim simply as Odi — a cunning, veteran bounty hunter. Your starship is The Odyssey, named with pride after your son.
How it works: You fly the Odyssey into a planet's spaceport, touch down at the docking bay, and meet with guild contacts or shady local brokers to accept high-stakes bounties. Once you take the hunt, you rent a heavy repulsor hoverscooter to traverse the planet's terrain — skimming across barren wastelands, neon ruins, underground caverns, gang strongholds, and open water to reach remote islands. Clear hostile perimeter minions (starting at 2, and increasing by 1 every 10 levels; facing coordinated minion squads of 1–2 per encounter at 5+ total, and 3+ per encounter at 8+ total) before tracking down and confronting the bounty quarry at their lair.
Minions & Gang Squads: Syndicate targets send out specialized operatives to guard their perimeter. Early encounters feature solitary sentries (such as a Scout, Enforcer, Saboteur, Spotter, Diver, Rappeller, Auditor, Acolyte, Raider, or Specialist). Higher-tier contracts deploy coordinated gang cells — ambushing you as a duo (2 enemies), triplet (3 enemies), quartet (4 enemies), team, or squad of that target's faction (such as The Sandjackals, The Amber Cartel, The Iron Bloom, or The Sump Lords). Each squad member is randomly selected with distinct weapons and stats to test your tactical combat skills!
Loadout & Combat: You carry one futuristic weapon (such as a lightsword, laser rifle, pulse blaster, or vibroblade) and one tech device (delivering elemental energy powers like plasma burns, cryo freezes, and EMP shocks).
The Force: In combat, you can tap into The Force once before every turn, with unlimited uses. It starts at 5% chance and Force level 1. Each success fires a random ability you have unlocked from a graded list of 180 Force abilities, each a small upgrade on the last: early ones do one thing (hit for 20-45% of your weapon's max damage, stun the enemy so it loses its next turn, or heal you or your companion for 20-45% of max HP), later ones combine two (40-65%), three (60-82%) and then all four effects (80-99%), up to the final ability that does everything at 100%. Injuring abilities are elemental (fire, ice, lightning, poison, psionic or gravity) and can land a gruesome Force kill. At camp you can choose Meditate on the Force (with or without companions) once per quest: it adds +2% Force hit chance (up to 80%) and reveals your next Force ability by name, with a 20% chance to master it, raising your Force level by 1. An ability you only glimpse stays queued as your next one. The option returns when you accept your next contract.
Supplies & Companions: You carry 5 pneumatic Med-Stims (which heal 60–80% max HP, scaling with level) and 5 Power Cells for your tech device. Making camp during a hunt restores HP through rest, but does not replenish Med-Stims or Power Cells — they only refill upon turning in a bounty at the spaceport or fleeing back to safety. Along the way, fellow bounty hunters, combat droids, and quirky alien trackers may join your crew.
Save / Load: Expand Save / load progress below the terminal to copy your OD2- save code containing your hunter's stats, gear, and bounty progress. Paste it anytime to resume your run!
Health 20 / 20
Level 1
Med-Stims 5 / 5
Hit chance 50%
The Force Lv 1 · 5%
Location —
Bounty Target None
Weapon —
Tech Device —
Quarry None
Enemies Neutralized —
Companion
None
The Odyssey
Save / load progress

Save your hunter code to clipboard to keep your loadout and mission progress safe (starts with OD2-). Paste a code back into the box and press Load to restore your run anywhere.