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Freighters

Sometimes called fat traders, freighters are the largest, and by far the most common of small scale merchant ships. Freighters gain considerable benefit from offering more contiguous space, and better overall economy. Their size means that they can accommodate much more robust power plants, which provides the sort of versatility that privateers and adventurers like.

Its also true that no one suspects a freighter, or regards them as particularly important, which is ideal cover, if you’re not, in all honesty, being honest.

Freighters

Far Freighter

Far freighters are built to be versatile and to be able to either cross large distances or to make urgent deliveries. They are best employed when timing is of the essence, and there may be a bit of trouble at either end. Their surprisingly high speeds get them out of most trouble, but they can carry an annular-mounted gun in case it doesn’t.

The Far freighter is amongst the smallest of this configuration.

Far Freighter

Op: active(mishap(elec-3)), op(Vcl-Striker), ai-op(Vcl-Space)
191.01M:3(cost) [18CC 18CC-Q 18CC-S]
M|4|0(size), 3(hardness), 4(HX), 12(EX), 4(FX), 560.96T(wt), base{ii}
Resources (v): 16(hp), 36(ep), 4(fp) ◊ Recovery (v): 5/day(hp), 50/hr(ep), 2/rnd(fp)
  hp-v [0 0 0 0 0   0   5   5]
  ep-v [0 0 0 0 0   0   5   5   5   5   10]
  fp-v [0 0 0 0]
Resources (s): 200(hp), 100(ep) ◊ Recovery (s): 5/day(hp), 50/hr(ep), 2/rnd(fp)
  hp-s [0 0 0 0 0   5   5   5   10   10   20   20   20   50   50]
  ep-s [0 0 0 0 0   5   5   5   10   10   20   20   20]
Resources (repair): -> [1fp]
Challenges: 7(TC), 7(SC), 7(PC), 0(init)
Resistances:

typefrcprcslselecfirecoldheatcorrpsnrad
min2220020202
sld2230101001[5hp 10ep 1fp]

Mishap/Vuln: mishap(elec-3)
Senses: 10K(gravitysense), 10K(lightsense), 10K(magnetosense)
Speeds:
      5(fly,vacuum) -> 3hp 5ep 1fp [16CC]
      224(fly,km/h)|.18(fly,mach) -> 3hp 0ep 1fp
      2(fly,ethereal) -> 4hp 4ep 1fp [18CC]
Skills: 3/3(Health), 2/2(Energy), 0/0(Focus), 0/-3(Strength), 3/0(Perception), 3/0(Resolve), 0/-3(Agility), 0/-3(Insight), 0/-3(Stealth), 0/-3(Deceive), 3/0(Investigate), 0/-3(Perform), 0/-3(Persuade), 0/-3(Antiquities), 0/-3(Science), 0/-3(Society), 3/0(Survival), 0/-1(Cbt-Melee), 1/-1(Cbt-Tactical), 2/1(Machinery), 2/1(Materials), 2/1(Medicine), 2/1(Neuronetics)
Skills (qual): -3(Forensics-Tools), Medicine-Tools, -3(QTM-Tools), Scan-Tools, -3(Surveillance-Tools), -3(Vcl-Air), Vcl-Space, Vcl-Striker
Tools: Scan-Tools (facility), Machine-Tools (facility), Materials-Tools (pack), Medicine-Tools (pack)
Cabin: 16(seats), 300(store), 1000(cargo), 2(docks)
s2a: 5610hp 1911ep for week

Machinegun i/5

chk(TC)= +M[-1/-1] -> eff= 10K(range), 5d4{i}+M[-1/-1](hp,prc), 12(pen)
  -> 5hp 2ep 1fp

Plasmagun i/3

chk(TC)= +M[0/0] -> eff= 2K(range), 3d10{i}+M[-1/-1](hp,fire), 3(pen)
  -> 2hp 6ep 1fp

Tanker

This is a scaled up version of the trader template of the same name. It preserves the same economies, providing a larger, yet still relatively small scale transporter of materials. The tanker is the longest and largest of the freighter configurations, up to 230 metres in length.

Just with the trader version, these are also often employed as sleeper liners.

Tanker Freighter

Op: active(mishap(elec,3)), op(Vcl-Striker), ai-op(Vcl-Space)
217.52M:3(cost) [18CC 18CC-Q 18CC-S]
M|4|0(size), 2(hardness), 3(HX), 3(EX), 1(FX), 598.31T(wt), base{ii}
Resources (v): 6(hp), 3(ep), 1(fp) ◊ Recovery (v): 2/day(hp), 15/hr(ep), 1/rnd(fp)
  hp-v [0 0 0 0 0   0]
  ep-v [0 0 0]
  fp-v [0]
Resources (s): 100(hp), 100(ep) ◊ Recovery (s): 2/day(hp), 15/hr(ep), 1/rnd(fp)
  hp-s [0 0 0 0 0   5   5   5   10   10   20   20   20]
  ep-s [0 0 0 0 0   5   5   5   10   10   20   20   20]
Resources (repair): -> [1fp]
Challenges: 7(TC), 7(SC), 7(PC), -3(init)
Resistances:

typefrcprcslselecfirecoldheatcorrpsnrad
min1110010101

Mishap/Vuln: mishap(elec-3)
Senses: 2K(gravitysense), 2K(lightsense), 2K(magnetosense)
Speeds:
      2(fly,vacuum) -> 1hp 2ep 1fp [16CC]
      141(fly,km/h)|.11(fly,mach) -> 1hp 0ep 1fp
      1(fly,ethereal) -> 2hp 2ep 1fp [18CC]
Skills: 1/1(Health), 0/0(Energy), 0/0(Focus), 0/-3(Strength), 0/-3(Perception), 0/-3(Resolve), 0/-3(Agility), 0/-3(Insight), 0/-3(Stealth), 0/-3(Deceive), 0/-3(Investigate), 0/-3(Survival), 0/-1(Cbt-Melee), 0/-2(Cbt-Tactical)
Skills (qual): -3(Forensics-Tools), -3(Medicine-Tools), -3(QTM-Tools), Scan-Tools, -3(Surveillance-Tools), -3(Vcl-Air), Vcl-Space, Vcl-Striker
Tools: Scan-Tools (pack), Medicine-Tools (pack)
Cabin: 7(seats), 10(store), 2000(cargo), 2(docks)
s2a: 5983hp 2176ep for week

War Freighter

War freighters generally have thicker hulls, dedicated hardpoints for weapons, and often have more crewspace (although mostly in the form of barrack-type accommodation). Some of these freighters are heavily retrofitted to haul valuable goods or haul in dangerous places. Some are largely built as budget warships, almost as if they want a patrol boat, but lack the specialist and technical know-how to build one.

War Freighter

Op: active(mishap(elec,3)), op(Vcl-Striker), ai-op(Vcl-Space) 236.3M:3(cost) [18CC 18CC-Q 18CC-S] M|4|0(size), 4(hardness), 5(HX), 12(EX), 6(FX), 603.16T(wt), base{ii} Resources (v): 35(hp), 36(ep), 6(fp) ◊ Recovery (v): 5/day(hp), 50/hr(ep), 3/rnd(fp)   hp-v [0 0 0 0 0   5   5   5   5   10]   ep-v [0 0 0 0 0   0   5   5   5   5   10]   fp-v [0 0 0 0 0   0] Resources (s): 200(hp), 200(ep) ◊ Recovery (s): 5/day(hp), 50/hr(ep), 3/rnd(fp)   hp-s [0 0 0 0 0   5   5   5   10   10   20   20   20   50   50]
  ep-s [0 0 0 0 0   5   5   5   10   10   20   20   20   50   50]
Challenges: 7(TC), 7(SC), 7(PC), 0(init) Resistances:

typefrcprcslselecfirecoldheatcorrpsnrad
min3330030303
sld2230101001[8hp 16ep 1fp]

Mishap/Vuln: mishap(elec-3)
Senses: 10K(gravitysense), 10K(lightsense), 10K(magnetosense)
Speeds:
      5(fly,vacuum) -> 3hp 5ep 1fp [16CC]
      224(fly,km/h)|.18(fly,mach) -> 3hp 0ep 1fp
      2(fly,ethereal) -> 4hp 4ep 1fp [18CC]
Skills: 6/6(Health), 2/2(Energy), 0/0(Focus), 0/-3(Strength), 3/0(Perception), 3/0(Resolve), 0/-3(Agility), 0/-3(Insight), 0/-3(Stealth), 0/-3(Deceive), 3/0(Investigate), 0/-3(Perform), 0/-3(Persuade), 0/-3(Antiquities), 0/-3(Science), 0/-3(Society), 3/0(Survival), 0/-1(Cbt-Melee), 2/0(Cbt-Tactical)
Skills (qual): -3(Forensics-Tools), Medicine-Tools, -3(QTM-Tools), Scan-Tools, -3(Surveillance-Tools), -3(Vcl-Air), Vcl-Space, Vcl-Striker
Tools: Scan-Tools (facility), Machine-Tools (facility), Materials-Tools (pack), Medicine-Tools (pack)\ Cabin: 30(seats), 400(store), 700(cargo), 2(docks), 100(hangar)
s2a: 6032hp 2363ep for week

Machinegun i/5

chk(TC)= +M[1/1] -> eff= 2K(range), 5d10{i}+M[0/0](hp,fire), 5(pen)
-> 5hp 2ep 1fp

Plasmagun i/3

chk(TC)= +M[0/0] -> eff= 20K(range), 5d6{i}+M[0/0](hp,prc), 25(pen)
-> 2hp 6ep 1fp

Plasmagun i/3

chk(TC)= +M[0/0] -> eff= 10K(range), 5d4{i}+M[0/0](hp,prc), 12(pen)
-> 2hp 6ep 1fp

Refinery

This is a scaled up version of the trader refinery template. It preserves the same economies, providing a slightly larger, yet still small scale refiner of materials.

Refinery Freighter

Op: active(mishap(elec-3)), op(Vcl-Striker), ai-op(Vcl-Space)
314.03M:3(cost) [18CC 18CC-Q 18CC-S]
M|4|0(size), 2(hardness), 3(HX), 3(EX), 1(FX), 501.31T(wt), base{ii}
Resources (v): 6(hp), 3(ep), 1(fp) ◊ Recovery (v): 30/day(hp), 15/hr(ep), 1/rnd(fp)
  hp-v [0 0 0 0 0 0]
  ep-v [0 0 0]
  fp-v [0]
Resources (s): 300(hp), 100(ep) ◊ Recovery (s): 30/day(hp), 15/hr(ep), 1/rnd(fp)
  hp-s [0 0 0 0 0   5   5   5   10   10   20   20   20   50   50   50   50]
  ep-s [0 0 0 0 0   5   5   5   10   10   20   20   20]
Resources (repair): -> [1fp]
Challenges: 7(TC), 7(SC), 7(PC), -3(init)
Resistances:

typefrcprcslselecfirecoldheatcorrpsnrad
min1110010101

Mishap/Vuln: mishap(elec-3)
Senses: 2K(gravitysense), 2K(lightsense), 2K(magnetosense)
Speeds:
      2(fly,vacuum) -> 1hp 2ep 1fp [16CC]
      141(fly,km/h)|.11(fly,mach) -> 1hp 0ep 1fp
      1(fly,ethereal) -> 2hp 2ep 1fp [18CC]
Skills: 1/1(Health), 0/0(Energy), 0/0(Focus), 0/-3(Strength), 0/-3(Perception), 0/-3(Resolve), 0/-3(Agility), 0/-3(Insight), 0/-3(Stealth), 0/-3(Deceive), 0/-3(Investigate), 0/-3(Perform), 0/-3(Persuade), 0/-3(Antiquities), 0/-3(Science), 0/-3(Society), 0/-3(Survival), 0/-1(Cbt-Melee), 0/-2(Cbt-Tactical)
Skills (qual): -3(Forensics-Tools), -3(Medicine-Tools), -3(QTM-Tools), Scan-Tools, -3(Surveillance-Tools), -3(Vcl-Air), Vcl-Space, Vcl-Striker
Tools: Scan-Tools (pack), Medicine-Tools (pack)
Cabin: 7(seats), 10(store), 1300(cargo), 2(docks)
s2a: 5013hp 3141ep for week

Safari Freighter

The safari freighter is such a radical modification on the freighter template that it is barely recognisable as a freighter at all. It normally has a sleek design and an interior décor that looks ready for an expedition for those that have money, but absolutely no idea of what they’re getting themselves into. Suitably rugged, yet with espresso coffee readily available.

Safari Freighter

Op: active(mishap(elec,1)), op(Vcl-Striker), ai-op(Vcl-Space)
459.44M:3(cost) [18CC 20CC-Q 18CC-S]
M|4|0(size), 2(hardness), 3(HX), 11(EX), 7(FX), 566.5T(wt), base{ii}
Resources (v): 9(hp), 22(ep), 7(fp) ◊ Recovery (v): 6/day(hp), 45/hr(ep), 3/rnd(fp)
  hp-v [0 0 0 0 0   0 0 0 0]
  ep-v [0 0 0 0 0   0 0   5   5   5]
  fp-v [0 0 0 0 0   0 0]
Resources (s): 100(hp), 100(ep) ◊ Recovery (s): 6/day(hp), 45/hr(ep), 3/rnd(fp)
  hp-s [0 0 0 0 0   5   5   5   10   10   20   20   20]
  ep-s [0 0 0 0 0   5   5   5   10   10   20   20   20]
Resources (repair): R*[1/2](Machinery)(hp) OR R*[1/2](Materials)(hp) -> [1fp]
Challenges: 10(TC), 10(SC), 7(PC), -1(init)
Resistances:

typefrcprcslselecfirecoldheatcorrpsnrad
min1110010101
sld2230101001[5hp 10ep 1fp]

Mishap/Vuln: mishap(elec-1)
Senses: 50K(gravitysense), 50K(lightsense), 50K(magnetosense)
Speeds:
      7(fly,vacuum) -> 4hp 7ep 1fp [16CC 18CC-Q]
      807(fly,km/h)|.65(fly,mach) -> 4hp 1ep 1fp [16CC 18CC-Q]
      2(fly,ethereal) -> 4hp 4ep 1fp [18CC 20CC-Q]
Skills: 2/2(Health), 1/1(Energy), 0/0(Focus), 2/-1(Strength), 5/2(Perception), 2/-1(Resolve), 3/0(Agility), 3/0(Insight), 0/-3(Stealth), 0/-3(Deceive), 2/-1(Investigate), 0/-3(Perform), 0/-3(Persuade), 1/-2(Antiquities), 1/-2(Science), 1/-2(Society), 5/2(Survival), 0/-1(Cbt-Melee), 0/-2(Cbt-Tactical), 1/0(Machinery), 1/0(Materials), 1/0(Medicine), 1/0(Neuronetics)
Skills (qual): -3(Forensics-Tools), -3(Medicine-Tools), -3(QTM-Tools), Scan-Tools, -3(Surveillance-Tools), Vcl-Air, Vcl-Space, Vcl-Striker
AI Ranks: 2(Investigate), 2(Antiquities), 2(Science), 2(Survival), 1(Cbt-Tactical), 2(Machinery), 2(Materials), 2(Medicine), 2(Neuronetics)
Techniques: 2/1(Track(Investigate)), 2/0(Bureaucracy(Society)), 2/0(Finance(Society)), 2/0(Law(Society)), 2/4(Tenacious-Save(Survival))
Tools: Scan-Tools (facility), Machine-Tools (facility), Materials-Tools (facility), Medicine-Tools (facility), Munitions-Tools (facility), Neuro-Tools (facility)
Cabin: 35(seats,lux), 300(store), 800(cargo), 2(docks), 200(hangar)
s2a: 5665hp 4595ep for week

Plasmagun i/5

chk(TC)= +M[-1/0] -> eff= 2K(range), 5d10{i}+M[-2/-1](hp,fire), 5(pen)
  -> 3hp 10ep 1fp

Railgun i/2

chk(TC)= +M[-2/-1] -> eff= 20K(range), 2d6{i}+M[-2/-1](hp,prc), 10(pen)
  -> 2hp 3ep 1fp