◆ Fugari Wars
Field Manual

Hauler

Runner (Rogue)

Rogue Hauler


Stats

Stat Value
Hull HP 5,000
Hold Capacity 3,000 units
Drone Bay 5,000
Speed Modifier ×1.2

Overview

The Runner on the rogue path is not a trading ship — it's a freight platform for stolen goods. The 3,000-unit hold that makes it the galaxy's economic engine for Accord pilots becomes the rogue's most effective tool for moving raided cargo at volume. No other hull at this price point comes close to this capacity.

The catch: 5,000 hull HP and 5,000 drones. You are running soft, fast, and loaded. The Runner is for pilots who know exactly where they're going and have the route mapped before they leave.


Playstyle

At this tier you're likely approaching or entering Rogue Entry territory (rep −1 to −99). The −5% sell penalty stings, but the Runner's enormous capacity means you're moving enough volume to absorb it. The Runner is the ideal ship for high-volume port raids once you commit to the rogue path.

Speed modifier is visual only — all warps cost 1 turn. Plan routes on short loops. A Runner loaded with raided cargo on a long-haul route is an easy target. With only 5,000 hull HP you cannot afford to get caught.

Your drone bay is minimal — 5,000 drones won't hold territory. Don't try. Move fast, stay off contested nodes, and sell before you get cornered.


TransWarp Drive

TransWarp Drive is available for this hull (50,000⬡ at Nexus Shipyard) — one-time boolean unlock. Runner 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 along. Towing costs 10 energy per hop instead of 3.


Normal-Warp Towing

A Runner 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)
  • 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

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

Rogue pilots building credit reserves through high-volume raid freight. The Runner is the fastest path to Warship credits on the rogue path — and having those credits when you reach −200 rep matters.