Hauler
Freighter (Accord)

Stats
| Stat | Value |
|---|---|
| Hull HP | 5,000 |
| Hold Capacity | 3,000 units |
| Drone Bay | 5,000 |
| Speed Modifier | ×1.2 |
Overview
The Freighter is the economic engine of the galaxy — a pure cargo hauler with a 3,000-unit hold and almost nothing else. Hull HP sits at 5,000, the drone bay holds just 5,000 drones. It is fragile and nearly defenceless, but nothing in the galaxy moves more cargo per trip.
For Accord pilots, the Freighter is the optimal ship for the early-to-mid climb toward commission standing. Clean trading at this volume generates meaningful rep per session without requiring you to put yourself in combat situations.
Playstyle
The Freighter's speed modifier is visual only — it does not affect turn cost. Every warp costs 1 turn. This ship is most efficient on tight loops between 2–4 nodes where you fill and empty the hold every session.
Do not get into fights. With 5,000 hull HP and 5,000 drones you cannot absorb or deter aggression. Position near Accord-aligned nodes and avoid contested space. If a threat is at your node, leave.
On the Accord path, the Freighter is where your reputation starts compounding. Consistent clean trading at volume is a repeatable path to the +100 Good Standing threshold.
TransWarp Drive
TransWarp Drive is available for this hull (50,000⬡ at Nexus Shipyard) — one-time boolean unlock. Freighter pilots receive the Nexus-only tier: you can jump directly to the Nexus only. Owned/syndicate planets and "Pick Node" (arbitrary destination) are not available on this hull.
Cost per jump: 3 energy cargo per hop of the shortest path. No turns consumed.
TransWarp II (100,000⬡) is also available and enables towing during a TransWarp jump — bring one of your own parked ships or a syndicate member's ship along. Towing costs 10 energy per hop instead of 3.
Normal-Warp Towing
A Freighter can also tow one of its own parked ships using standard warp movement. No TransWarp required.
- You must be at the same node as the ship you wish to tow
- The towed ship must belong to your fleet (own ships only — not syndicate members)
- Each hop takes an extra 2 seconds of transit time
- Towing does not cost additional turns — normal warp turn costs apply
- You cannot activate a Cloaking Charge while towing
This lets you reposition fleet hulls without TransWarp, at the cost of a slower warp animation per hop.
Shipyard
| Purchase Price | 25,000 credits |
| Trade-in Value | 12,500 credits |
Available at the Nexus Shipyard. Trade in your current ship (50% refund) or buy as an additional ship and tow it to a planet you own.
Best For
Traders who want to maximize per-session credit output and aren't focused on PvP. If you're playing the Accord commission path, the Freighter carries you through the most critical rep-building phase of the cycle.