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Traders

The trader is a venerable class of ship, and the smallest of the so-called merchant ships. The configuration was originally conceived of as a specialist high value, low mass transit platform, it has proven to be very versatile and has found applications in research, and deep space salvage. The trader configurations each find an economical compromise between crew or passenger compliment, goods capacity, and solid interstellar speeds.

Trafers

Ferry Trader

A modification over the trader template, so that the ship can act as a small liner. To serve this purpose, the speed of striking and cabin capacity are increased. The ship fails to get the economy of scale of the larger liners, and the accommodations remain spartan, but the ferry trader can operate smaller routes economically.

A common problem with this model is that it can run out of power if passengers use too much replication, entertainment or other areas of energy use. For this reason, operators often bring additional power cells on journeys, or they install extra power generation, by using up a bit of storage space. A common retrofit is to install a new power plant for 1MCr.

Ferry Trader

Tiny base{ii} construct
33.68M:3(cost), 17(CC)
Op: active, op(Vcl-Striker), ai-op(Vcl-Space)
Traits (res): tiny|2|2(size), 2(hardness), 3(HX), 3(EX), 2(FX), 171.6T(wt)
Res: 3/50(hp), 6/80(ep), 2(fp) Rec: 2/hr(hp) or 1/rnd(hp) + 3(fp), 12/hr(ep)
Skills: 0(Health), 1(Energy), 0(Focus), -3(Strength), -2(Perception), -3(Resolve), -3(Agility), -3(Insight), -3(Stealth), -3(Deceive), -1(Investigate), -3(Perform), -3(Persuade), -3(Antiquities), -3(Science), -3(Society), -2(Survival), -2(Cbt-Tactical), -2(Machinery), -2(Materials), -2(Medicine), -2(Neuronetics)
Traits (gen): 9(TC), 7(SC), 7(PC), -3(init)
Traits (sen): 2K(gravitysense), 2K(lightsense), 2K(magnetosense)
Traits (rst): 1(rst,frc), 1(rst,prc), 1(rst,sls), 1(rst,cold), 1(rst,corr), 1(rst,rad)
Traits (rst,sld): 1(rst,frc), 1(rst,prc), 1(rst,fire), 1(rst,heat), 1(rst,rad) + 3(hp), 5(ep), 1(fp), 14(CC)
Tools: Scan-Tools (facility), Medicine-Tools (facility)
Speeds: 6(fly,vacuum) + 3(hp) 6(ep) 1(fp) 16(CC), 1000(fly,km/h)|.81(fly,mach) + 3(hp) 6(ep) 1(fp) , 2(fly,ethereal) + 4(hp) 4(ep) 1(fp) 18(CC)
Cabin: 53(seats), 20(store), 80(cargo), 2(docks)
s2a: s2a: 1716(hp), 337(ep) in week

Tanker

The tanker is an economic, small-scale materials transporter, usually about 130 metres long, 20 metres wide and 20 metres high. It specialises in unpressurised cargo, and saves resources by keeping relatively little life-support. The crew compliment is kept small and utilitarian. Some tanker operators maintain so-called sleeper liners, where the cargo space is used to hold up to 100 hypersleep chambers.

The tanker is slow, both in vacuum and in the ethereal, but its very low cost, brings interstellar transportation into many more hands.

Tanker Trader

Tiny base{ii} construct
46.66M:3(cost), 17(CC)
Op: active, op(Vcl-Striker), ai-op(Vcl-Space)
Traits (res): tiny|2|2(size), 2(hardness), 3(HX), 2(EX), 1(FX), 165.5T(wt)
Res: 3/50(hp), 2/30(ep), 1(fp) Rec: 2/hr(hp) or 1/rnd(hp) + 3(fp), 10/hr(ep)
Skills: 0(Health), 0(Energy), 0(Focus), -3(Strength), -3(Perception), -3(Resolve), -3(Agility), -3(Insight), -3(Stealth), -3(Deceive), -3(Investigate), -3(Perform), -3(Persuade), -3(Antiquities), -3(Science), -3(Society), -3(Survival), -2(Cbt-Tactical)
Traits (gen): 9(TC), 7(SC), 7(PC), -3(init)
Traits (sen): 2K(gravitysense), 2K(lightsense), 2K(magnetosense)
Traits (rst): 1(rst,frc), 1(rst,prc), 1(rst,sls), 1(rst,cold), 1(rst,corr), 1(rst,rad)
AI Ranks: 2(Investigate)
Tools: Scan-Tools (kit)
Speeds: 3(fly,vacuum) + 2(hp) 3(ep) 1(fp) 15(CC), 900(fly,km/h)|.73(fly,mach) + 2(hp) 3(ep) 1(fp) , 1(fly,ethereal) + 2(hp) 2(ep) 1(fp) 17(CC)
Cabin: 7(seats), 2(store), 400(cargo), 2(docks)
s2a: 1655(hp), 467(ep) in week

Far Trader

The far trader is designed to cover great distance at speed, whist remaining relatively cheap to acquire and run. They strike a balance between pressurised and unpressurised storage. The configuration of the ship facilitates excellent access to both from both within the ship and from a docking bay.

Far Trader

Tiny base{ii} construct
50.34M:3(cost), 17(CC)
Op: active, op(Vcl-Striker), ai-op(Vcl-Space)
Traits (res): tiny|2|2(size), 2(hardness), 3(HX), 5(EX), 4(FX), 202.36T(wt)
Res: 9/80(hp), 21/80(ep), 4(fp) Rec: 3/hr(hp) or 1/rnd(hp) + 3(fp), 30/hr(ep)
Skills: 2(Health), 2(Energy), 0(Focus), -3(Strength), 0(Perception), -3(Resolve), -3(Agility), -3(Insight), -3(Stealth), -3(Deceive), -1(Investigate), -3(Perform), -3(Persuade), -3(Antiquities), -3(Science), -3(Society), -1(Survival), -2(Cbt-Tactical), -1(Machinery), -1(Materials), -1(Medicine), -1(Neuronetics)
Traits (gen): 9(TC), 7(SC), 7(PC), -3(init)
Traits (sen): 5K(gravitysense), 5K(lightsense), 5K(magnetosense)
Traits (rst): 1(rst,frc), 1(rst,prc), 1(rst,sls), 1(rst,cold), 1(rst,corr), 1(rst,rad)
Traits (rst,sld): 1(rst,frc), 1(rst,prc), 1(rst,fire), 1(rst,heat), 1(rst,rad) + 3(hp), 5(ep), 1(fp), 14(CC)
Tools: Scan-Tools (facility), Machine-Tools (facility), Materials-Tools (pack), Medicine-Tools (pack)
Speeds: 5(fly,vacuum) + 3(hp) 5(ep) 1(fp) 16(CC), 1000(fly,km/h)|.81(fly,mach) + 3(hp) 5(ep) 1(fp) , 2(fly,ethereal) + 4(hp) 4(ep) 1(fp) 18(CC)
Cabin: 13(seats), 80(store), 200(cargo), 2(docks)
s2a: s2a: 2024(hp), 504(ep) in week

Plasmagun i/2

chk(T) +M[-1] with 2K(range) then 2d10{i}+M[-2](hp,heat), 7(pen)
1(hp), 4(ep), 1(fp)

Refinery Trader

Refinery Trader

Tiny base{ii} construct
80.28M:3(cost), 17(CC)
Op: active, op(Vcl-Striker), ai-op(Vcl-Space)
Traits (res): tiny|2|2(size), 2(hardness), 3(HX), 2(EX), 1(FX), 135.5T(wt)
Res: 3/50(hp), 2/30(ep), 1(fp) Rec: 20/hr(hp) or 1/rnd(hp) + 2(fp), 10/hr(ep)
Skills: 0(Health), 0(Energy), 0(Focus), -3(Strength), -3(Perception), -3(Resolve), -3(Agility), -3(Insight), -3(Stealth), -3(Deceive), -3(Investigate), -3(Perform), -3(Persuade), -3(Antiquities), -3(Science), -3(Society), -3(Survival), -2(Cbt-Tactical)
Traits (gen): 9(TC), 7(SC), 7(PC), -3(init)
Traits (sen): 2K(gravitysense), 2K(lightsense), 2K(magnetosense)
Traits (rst): 1(rst,frc), 1(rst,prc), 1(rst,sls), 1(rst,cold), 1(rst,corr), 1(rst,rad)
AI Ranks: 2(Investigate)
Tools: Scan-Tools (kit)
Speeds: 3(fly,vacuum) + 2(hp) 3(ep) 1(fp) 15(CC), 900(fly,km/h)|.73(fly,mach) + 2(hp) 3(ep) 1(fp) , 1(fly,ethereal) + 2(hp) 2(ep) 1(fp) 17(CC)
Cabin: 8(seats), 4(store), 200(cargo), 2(docks)
s2a: 1355(hp), 803(ep) in week

Expedition Trader

The expedition trader is fitted out for long range with good sensors and plenty of matter and power for dealing with whatever is out there. This format is a common choice for survey teams, researchers and salvagers. It is also employed as a low budget military transport for crew and logistics.

Expedition Trader

Tiny base{ii} construct
85.43M:3(cost), 17(CC)
Op: active, op(Vcl-Striker), ai-op(Vcl-Space)
Traits (res): tiny|2|2(size), 2(hardness), 3(HX), 7(EX), 4(FX), 202.46T(wt)
Res: 9/80(hp), 21/80(ep), 4(fp) Rec: 3/hr(hp) or 1/rnd(hp) + 3(fp), 30/hr(ep)
Skills: 2(Health), 2(Energy), 0(Focus), -3(Strength), 0(Perception), -3(Resolve), -3(Agility), -3(Insight), -3(Stealth), -3(Deceive), -1(Investigate), -3(Perform), -3(Persuade), -3(Antiquities), -3(Science), -3(Society), -1(Survival), -2(Cbt-Tactical), -1(Machinery), -1(Materials), -1(Medicine), -1(Neuronetics)
Traits (gen): 9(TC), 7(SC), 7(PC), -3(init)
Traits (sen): 5K(gravitysense), 5K(lightsense), 5K(magnetosense)
Traits (rst): 1(rst,frc), 1(rst,prc), 1(rst,sls), 1(rst,cold), 1(rst,corr), 1(rst,rad)
Traits (rst,sld): 1(rst,frc), 1(rst,prc), 1(rst,fire), 1(rst,heat), 1(rst,rad) + 3(hp), 5(ep), 1(fp), 14(CC)
Tools: Scan-Tools (facility), Machine-Tools (facility), Materials-Tools (pack), Medicine-Tools (pack)
Speeds: 5(fly,vacuum) + 3(hp) 5(ep) 1(fp) 16(CC), 1000(fly,km/h)|.81(fly,mach) + 3(hp) 5(ep) 1(fp) , 2(fly,ethereal) + 4(hp) 4(ep) 1(fp) 18(CC)
Cabin: 13(seats), 80(store), 100(cargo), 2(docks), 100(hangar)
s2a: s2a: 2025(hp), 855(ep) in week

Plasmagun i/3

chk(T) +M[-1] with 2K(range) then 3d10{i}+M[-2](hp,heat), 7(pen)
1(hp), 6(ep), 1(fp)

War Trader

The mainstay of low budget frontier warring. The war trader represents a common fit out of a trader for procession speed, upgraded shield packages and one or two heavy guns. The idea is that it can transport a small group of brigands to raid small settlements and settle a few scores.

War Trader

Tiny base{ii} construct
50.86M:3(cost), 17(CC)
Op: active, op(Vcl-Striker), ai-op(Vcl-Space)
Traits (res): tiny|2|2(size), 3(hardness), 4(HX), 5(EX), 3(FX), 173.26T(wt)
Res: 16/120(hp), 10/120(ep), 6(fp) Rec: 2/hr(hp) or 1/rnd(hp) + 3(fp), 20/hr(ep)
Skills: 3(Health), 1(Energy), 1(Focus), -3(Strength), -1(Perception), -1(Resolve), -3(Agility), -3(Insight), -3(Stealth), -3(Deceive), -1(Investigate), -3(Perform), -3(Persuade), -3(Antiquities), -3(Science), -3(Society), -2(Survival), 0(Cbt-Tactical)
Traits (gen): 9(TC), 7(SC), 7(PC), -1(init)
Traits (sen): 5K(gravitysense), 5K(lightsense), 5K(magnetosense)
Traits (rst): 2(rst,frc), 2(rst,prc), 2(rst,sls), 2(rst,cold), 2(rst,corr), 2(rst,rad)
Traits (rst,sld): 2(rst,frc), 2(rst,prc), 2(rst,sls), 2(rst,fire), 2(rst,heat), 1(rst,rad) + 6(hp) 11(ep) 1(fp), 15(CC)
Tools: Scan-Tools (pack), Machine-Tools (facility), Medicine-Tools (facility), Neuro-Tools (pack)
Speeds: 8(fly,vacuum) + 4(hp) 8(ep) 1(fp) 16(CC), 1000(fly,km/h)|.81(fly,mach) + 4(hp) 8(ep) 1(fp) , 1(fly,ethereal) + 2(hp) 2(ep) 1(fp) 18(CC)
Cabin: 17(seats), 10(store), 100(cargo), 2(docks), 40(hangar)
s2a: s2a: 1733(hp), 509(ep) in week

Plasmagun i/4

chk(T) +M[1] with 2K(range) then 4d10{i}+M[0](hp,heat), 7(pen)
1(hp), 8(ep), 1(fp)

Machine gun i/1

chk(T) +M[0] with 1K(range) then 1d4{i}+M[0](hp,heat), 4(pen)
1(hp), 1(ep), 1(fp)