Drifter
Drifter (Rogue)

Stats
| Stat | Value |
|---|---|
| Hull HP | 400 |
| Hold Capacity | 50 units |
| Drone Bay | 10,000 |
| Speed Modifier | ×1.0 |
Overview
The Drifter is where every pilot begins — rogue or otherwise. It holds 50 units, carries 10,000 drones, and moves at standard speed. On the rogue path, the Drifter is your first tool for testing limits. The Accord hasn't noticed you yet. Use that.
Everything that defines the rogue path starts in this hull: early port probes, opportunistic cargo theft, lane aggression that hasn't yet crossed into rep penalty territory. The Drifter is fragile, but at this tier the cost of being caught is low.
Playstyle
The rogue path in a Drifter is about probing without overcommitting. You don't have the drones to contest territory or the hull HP to survive sustained combat. Use your anonymity — at neutral rep, no one is watching you.
Learn the map. Identify which ports are weakly defended. Chart trade lanes that Accord patrols avoid. This intelligence compounds when you upgrade to a Raider and start acting on it.
Don't let the Fugari latch you at this tier. At 10,000 drones and 20 hull HP, you have nothing to negotiate with and nothing to purge with.
Shipyard
| Purchase Price | 1,000 credits |
| Trade-in Value | 500 credits |
The Drifter costs 1,000 credits. Every pilot starts with one equipped and paid for — the starting credit grant covers it.
Destruction
If your Drifter is destroyed, your ship persists into the next cycle (credits/ship carry over per SS20); at this stage losses are minimal. Credits are unaffected. Your deployed drones remain at their nodes.
In a Drifter the loss is minimal. The rogue path expects you to absorb early losses and keep moving.