Nothing Special   »   [go: up one dir, main page]

Free Traders Guide To Battletech

Download as pdf or txt
Download as pdf or txt
You are on page 1of 23

Author Disclaimer – This essay will kill many catgirls as it consists of FASAnomics.

Please do not
continue or their innocent blood will be on their hands.

The following is an excerpt from an essay on the economics of interstellar and interplanetary trade.

Concerning Jumpships at large


Since the initial colonization of Mars, mankind has engaged in interplanetary trade. Despite the vast
difference between points the fundamentals are the same. Space is mostly empty, so any goods need to
come from somewhere and go to somewhere else often passing through several way stations along the
way. Jumpships and the HPGs enable the Imperial Great Houses and Clans without them mankind
would be in a benighted and isolated place.

The creation of jumpships meant that mankind was no longer confined to Sol. Now humanity occupies
more than two thousand worlds worthy of being marked on maps with a hundred or so in the deep
periphery. Innovation over the years created the collar system enabling even larger dropships to be
carried from system to system. Like any piece of transport infrastructure if it is not moving its not
making money.

A jump core's basic charge cycle is dependent on star type, but the average is 178 hours when using a
sail or roughly more than a standard week. Thus, a jumpship can execute 49 jumps per standard year
traversing up to 1470 LY, slightly less than the distance from Luthien to the Pentagon Worlds. This is
using the standard method and it works well enough but is rather slow and thus not very economical
under present conditions for all but the most expensive cargos.

During the Star League era many recharge stations of various sizes were created to speed along
jumpships, some were built around dim stars, others above major hubs sometimes in both standard
points. These were expanded during the FEDCOM era, but the Jihad has damaged many of them. With
access to a recharge station a Jumpship's safe cycle time can be reduced to 123 hours. This enables a
normal jumpship to move 2130 LY, enough to go from Terra to Strana Mechty with time left over to go
to the Pentagon Worlds twice.

Most Jumpships run something called a burner combining the best of both worlds. Recharge stations
are only located on high volume routes and charge a steep price per collar even if you get a slot. So
while more jumps are conducted, they cost more and are limited to certain routes and times. It is
possible for an experienced crew to bring the cycle time down to 150 hours with an increase in fuel
consumption, by 50% for a normal jumpship and doubling for Swift jumpships, using their on-board
reactors. Thus, the standard calendar for free traders becomes 58 jumps per year regardless of stellar
type. While this method uses a great deal of fuel hydrogen is ubiquitous and with cheap fusion power
abundant while jump collars are neither.

Jumpships themselves are amazing feats of engineering. Each is precision crafted to almost impossible
to imagine standards only legible in scientific notation. Some have survived into the modern era but
when built are given a century of useful life. With careful maintenance some endured the Succession
Wars as there was no other option at the time to replace them, Clan Sea Fox still operates Leviathan
jumpships dating back to the Exodus Fleet for bulk transport.

In this present Quatre Belle Naval Yards and Syrstat Shipwrights leverage technology thought lost to
restart production and reconnect planets lost during the Jihad. The Clan Cageworks and jumpships
operate closer to the former Draconis Combine and Capellan Confederation. Now only the Trinity
States follow this model of total government control.

These ships are expensive pieces of state hardware, but they rarely stay so although they all can be
impressed into national service in a dire emergency. The Great Houses commission their creation at a
25% markup with bond issues. It may seem small, but a lowly Merchant nets the Shipyard hundreds of
millions in profit. There they remain for the first 30 years of their operational life, most often in
military service where they are worked hard and abused more than a little. After that they are leased to
shipping syndicates or large well-connected corporations like Defiance or Irian where they serve
another 30 years. After this lease ends their owners sell them off for half what the Great Houses paid
and take another lease as age starts to take its toll and operating costs increase (by 5%).

This second lease is either a 20- or 40-year term to a smaller shipping group, corporation, or group of
nobles. These frequently run high volume routes in safe spaces as the terms are more demanding. The
most popular one is the Terran Transfer Route from Chesterton to Solaris through Tikonov servicing the
FEDCOM trade. Another is the FWL and Draconis Combine trade through the Irian-Dieron Axis
through Talitha.

Losing the Grand Republic was one of the biggest body blows to the Capellan Confederation as this
corridor produced most of their foreign income. Sun-Tzu Liao and The Word of Blake's campaign to
reclaim this corridor had some of the fiercest fighting during the Jihad. Despite all of this the Grand
Republic had mostly returned to its pre-Jihad state after a mere two years and continues to fiercely
defend its independence from its former Capellan masters.

At the end of the century of service a jumpship is often resold a third (or fourth if a 20-year term) time
to non-profits, lesser nobles, mercenaries, or periphery states. The proceeds reinvested by their former
owners into another ship. Maintenance costs are elevated (to 7.5%) but the jump collar cost is
competitive. In fact, the standard 'slow' calendar is less expensive thus these jumpmasters principally
service the further reaches of the Great Houses and Periphery far from any recharge stations.

Break_

While there are many types of jumpships this regards commercial vessels. These are sub-divided into
three main categories based on intended use, Express, Circuit/Cycler, and Direct/Liner.

The Executive, formerly known as Explorer class, Jumpship is a VIP transport. These vessels
principally move nobles around capital worlds or high value individuals to Solaris. Each of these areas
has wealthy customers visiting many properties relatively close by that can pay for premium service or
privacy. Its 10 First Class Cabins and private shuttle bay provide that in spades.

Swift class jumpships, formerly known as the Scout, are almost always found in service to the Great
Houses. Their fast charge (80% normal) and low emergence signature makes them ideal for covert
deployments and a single dropship is enough for raids. Larger corporations use them for emergencies
(or at high charters) and as backup to more profitable vessels. Smaller groups survive by running high
profit routes. The Magistracy of Canopus’ Radiance Starliner combines a Princess dropship with a
Swift Jumpship taking well to do tourists on unforgettable vacations on major tourist worlds inside
state owned resorts.
Circuit ships typically operate in a figure eight pattern visiting each in turn. These are often centered on
a pair of regional capitals. Four Jumpships typically run this route ensuring quarterly visits to each
world. Reducing or increasing the number of ships can alter the period but rarely below 2 months
where more direct methods with larger jumpships start becoming competitive.

The Liberty, formerly known as Invader, Class is not only the most common jumpship it is also a
marvelous Circuit trader. It's three collars and relative light weight provides maximum efficiency for a
low volume vessel. Most basic bulk cargoes carried aboard smaller transports become unprofitable past
3 jumps so the Invader will often release and pick up a new dropship at each stop.

A venerable classic the Tramp’s four collars provide incredible versatility and volume but at higher
cost. Indeed, it is one of the most expensive jump vessels to operate losing out to all but the Swift class
throughout its lifetime. Despite that it is a reliable design and almost all of them are old enough to be
paid in full. These private traders typically service a tighter Circuit of fewer than 12 worlds taking
advantage of the rule of three.

Line vessels operate direct between several planets shuttling between them hitting each twice or more
during the circuit. Traffic and spread will determine how many or of what type of jumpship is used.
Normally at least two vessels run these routes meeting in the middle and exchanging any dropships
going opposite directions. Traffic is normally heavy, at least monthly, often biweekly, and there are
frequent recharge stations along the way.

Merchant class ships are the smallest of their type. Two docking collars makes it expensive to transit
on although Merchants, particularly older ones, often operate as Charters. Their cost per collar is
competitive with the larger but less efficient Tramp. This limits profitable routes to around five planets
capable of exporting (or importing) small volumes of high value goods to one another. These are
similar to Circuits and a Merchant Line often feeds into or connects higher volume routes that need
regular trade.

The Star Lord’s six collars make it among the most competitive freighter class. Its hanger bay and
luxurious passenger accommodations make them popular for less affluent nobles or businessmen that
still want to travel in comfort and style rather than packed in steerage quarters on higher capacity
vessels. With the collar capacity of two Liberty class vessels and a similar cost per collar they regularly
collect and distribute dropships to more distant thus less competitive Hubs. Their rarity is being
corrected as SelaSys Inc repairs its yards post-Jihad and Boeing Interstellar builds up capacity to
expand production as trade volume increases.

Leviathans have plied the space between worlds for centuries and show no sign of stopping. Spared
the destruction of the Reunification War most of these vessels left with Kerensky’s Exodus Fleet
although some remained in private hands. Completely unsuited for military service the design was
further spared destruction during the Succession Wars. However, none were built during that time so
the class fell into near extinction after being stripped for spares. Clan Diamond Shark and Snow Raven
brought many of these with them from the Homeworlds. Syrstart Shipwrights have decided to begin
building them once adding to their already brisk parts business. Eight collars provide twice the moving
rate of a Tramp but at much lower cost due to better initial design. A 2% better maintenance efficiency
and no debt certainly help.

Mighty Monolith transports, the largest of the standard core jumpships, serve as the prime mover of
space traffic. With nine collars they move immense amounts of cargo relatively inexpensively only
beaten by the Star Lord for cost. This scale allows goods that normally would not be profitable to
become so. However, they are incredibly expensive to maintain and thus need every collar full or will
rapidly hemorrhage money. This dependence limits routing and most remain in government service or
mothballed. Idled yards like those of Rashpur-Owens Interstellar have been tasked with producing parts
for export.

Break_

No discussion of jumpships would not be complete without dropships whose job it is to take cargo to
market. Everything from the tiny KR-71 to lumbering Behemoths move cargo through space the same
way. For ease discussion these are divided into four types, Shuttles, Lighters, Exchange, and Bulk.

Shuttlecrafts are very tiny for larger spacecraft most are the size of an Aerospace fighter. Typically used
in trade between small stations within a system. The majority never jump beyond their initial transit to
a location. Those that do are used to transport miscellaneous goods to ship’s crews.

KR-71 and ST-46 shuttles are functionally similar but mechanically different. The ST has more
passenger capacity while the KR has more fuel and cargo. Either can land on a planet and lift off again
making them the primary transport to moon bases or orbiting platforms. More commonly they are used
as a fast way to move long distances on a planet through a sub-orbital hop.

S-7A are entirely space-bound, their weak structure, lack of lifting surfaces, and small engines make
room for a larger cargo bay. These are the most efficient shuttle by cargo weight and frequently used as
refueling and replenishment ships.

K-1 shuttles are used as larger version of the KR and ST series. Indeed, a K-1 combines cargo and
passenger capacity so well that most jumpships and space stations use it in lieu of smaller shuttles.

Lighters are defined as ships with fewer than 5 kilotons of cargo capacity. Their small volume limits
the types of cargo hauled to only valuable goods for short trips. However, they can very cheaply
transport goods from a planet to a jump point. There they transfer cargo to or from a space station or
larger dropship freighter. This cargo is taken to its final destination leaving the larger freighter to
continue its trek while the Lighter returns to base.

Aging Manatees still serve in the Inner Sphere centuries after its creation. With slightly less than 2
kilotons of cargo it is typically used as a freighter for orbital mining concerns. As its weekly cargo
burden is comparable to market rates for hydrogen it often serves light duty as a fuel tanker and
resupply ship. Unless carrying an unusually valuable cargo it is just not profitable to transit on a collar.

Danais dropships while comparable in size, shape, and cargo capacity to the Union C are slightly more
expensive to operate. This is principally due to the huge surplus market in Union parts and added
shuttle bays and weapons in a Danais. Both ships are just large enough to profit from a jump if carrying
valuable cargos or on a discounted collar. Many, particularly the Danais, operate as small factory ships
providing essential skilled labor and limited shuttle freight to remote areas.

Buccaneers are quick and handy dropships often operated from fixed planetary star ports further
driving costs down. When not transferring goods to a jump point, they transport cargos around a planet
taking full advantage of their aerodyne construction. This versatility ensures they are very common
sights at a jump point although rarely occupying a collar unless being moved to a new home.
Exchange dropships are those with between 5 and 20 kilotons of cargo. This also includes passenger
ships which often carry cargo secondary to their ticket fees. They are so named because these are
frequently exchanged from jump collars while Bulk transports are more likely to go one way. Their
cargo volume allows diverse selection of goods while still being small enough for the circuit market.

Monarch dropships are the first-class star liners of the Inner Sphere providing comfortable long
duration quarters for up to 266 passengers. Their small passenger capacity makes the tickets very
expensive but most Great Houses subsidize transit for less well to do citizens seeking fortune abroad.
Due to high operating costs a Monarch Captain has to supplement their income with the onboard
casino, entertainment, and premium products from the hold.

Demilitarized Condors see regular use as second-class star liners of the Inner Sphere. These are often
House surplus as large infantry formations rarely deploy in the modern era. Even lightly used ones are
more affordable to purchase and operate than a well-used Monarch. With 450 passengers in steerage
quarters and only 7 crew comfort and service are at best tertiary concerns. Small rooms, sparse
facilities, poor food, and almost no space for luggage are expected during the trip.

Mules are as ubiquitous as they are usable, with almost 8 kilotons of cargo capacity the added burden
of jumping is spread out more evenly. While not as efficient as larger vessels they competitive on
weekly expenses. More importantly however they almost always travel full, and ‘Mule-loads’ are
jargon for accumulator station masters along a Circuit.

Jumbos were the former standard for cargo transport during the Ages of Exploration and War. Few
have been constructed over the past several centuries, but many remain in service as they share parts
with their modern cousin, the Mule, and nearly all are paid off. These vessels skirt the line between
exchange and bulk carriers as many transport large quantities of cheap goods but rarely raw materials.

Until the Clans return there were no Colossus dropships in use throughout the Inner Sphere. These
ancient troop carriers were demilitarized during the Exodus and served as the Clan’s heavy lifters.
Massive and robustly they are expensive to operate but with a 1000 passenger capacity and more than 8
kilotons of cargo the cost is spread to a more acceptable level. Clan Diamond Shark operates the
majority of these vessels with at most two dozen and the Nova Cats operate fewer than a half dozen
from their once large merchant fleet.

Bulk dropships are those with more than 20 kilotons of cargo and are the most efficient way to
transport large volumes of goods assuming they are filled. Their sheer size however precludes their use
for most planetary transits. Most end up serving as temporary commercial or industrial hubs on their
own serving a similar role as space stations though retain their jump mobility.

Mammoth dropships are the most cost-effective way to transport large masses of cargo. With up to 37
kilotons of cargo some serve as a home station for orbital construction and mining projects. The rest
move large volumes of cargo picking up and dropping loads at space stations where it is then ferried
down the gravity well to a planet by Lighters. These are often paired with Merchant jump lines to
reduce costs and ensure plentiful cargo.

Aqueduct dropships are unique creatures, originally designed as massive fuel tankers for the vast fleets
of SLDF warships they still perform that role however they do it for recharge stations. An Olympus
recharge station will burn through immense amounts of fuel when operating at maximum output not
counting any they sell from their bunkers. Over a year the reactors will burn nearly 26 kilotons of
hydrogen or 2k less than a full Aqueduct’s hold. When not transiting recharge stations Aqueducts serve
as mini-accumulation station refueling Burner jumpships and dropships while providing a small
amount of excess cargo capacity for planetary trade. On busy routes it is possible to make a healthy
profit without paying jump collar costs.

Behemoths, the largest dropship in existence are hideously expensive to maintain and thus very
limited. Its approximately 76 kiloton cargo hold could completely consume many lesser ships. It is in
fact so large that when docked to a jumpship it blocks a second dropship collar. This incredible volume
penalizes it on a cost per collar basis.

However, no other vessel is quite as capable as a Behemoth. One can become a crucial part in major
merchant or industrial operations using their fleet of shuttlecraft to service whole developed worlds,
even systems as a roaming space station. While there are more Mammoths a Behemoth gives its
operators greater flexibility to remain in remote corners of a star system longer with regular resupplies
so they can make more money.

Since the bulk carriers operate as space stations, we will move the discussion on to them and what
purpose they can serve in the transport network.

Accumulator stations are low-cost space stations based on the popular Snowden mining station. Often
found partway through distant Circuits. These serve as cargo warehouses, rest areas, and resupply
depots providing ship’s crews with goods but more importantly access to information. Many worlds
still lack HPG access but any world with a space station certainly is large enough for one. These small
outposts are lifelines for a jumpship in need of spare parts, fuel, food, or fresh crew and often have a
detachment of House military or police on call nearby to investigate unusual sightings or piracy. More
than 40 kilotons of mass is unclaimed and is just as likely to be a local business as a warehouse or grav
deck giving the station a small-town feel.

Lighthouse class stations (Small Habitat) are located at mildly industrial worlds. They mass the same
as a Merchant jumpship but have a pressurized yard for maintaining dropships up to Mammoth size
with a ready stock of spare parts although lack onboard fabrication facilities. They carry 50% more
cargo than the Accumulator station so are often located at the start or end of smaller circuits. As a light
industrial center, they lack some of the comforts of home, but a dropship crew can berth comfortable
aboard them while their vessel is being serviced, have plenty to do, and enjoy some R&R or privacy.

Canal class stations (Large Habitat) are relatively uncommon but incredibly useful. These stations
serve as jumpship repair depots with their own workshops and access to a heavily industrialized planet.
Often located above regional capitals and on a large Line their un-pressurized yards are large enough to
service a Star Lord. The Succession Wars were very costly to Canal class stations as they are strategic
assets, but many are in the process of being rebuilt or replaced.

Small jumpship crews can only do so much maintenance while on the move most of their time is spent
patching and jury-rigging systems enough to complete the loop before putting the ship in the yard for a
time. Thousands of shipyard crew live aboard in spacious quarters and the transient population can
reach up to thirty thousand waiting for the next outbound vessel. A Canal station also carries two
hundred thousand or so tons of cargo mixing fabrication with parts and containers to be loaded on
incoming transports.
Olympus class recharge stations are the largest space stations costing more than 12 billon and represent
a massive investment and liability for a Great House. It is an investment that pays off quickly however
if managed properly. The Olympus combines an unpressurized jumpship yard with two pressurized
dropship yards which are always occupied and have long waiting lists. Eight energy storage batteries
consume immense amounts of power to fast charge jump drives. Spared aggression during the
Succession Wars many nevertheless succumb to disrepair as spare parts, skilled technicians, and money
became scarce. The ones that remain are often above major capitals or along narrow trade routes.

Unlike smaller yards though these are high throughput low comfort operations more akin to airports.
Crews are worked hard to ensure maximum efficiency and the batteries along with their associated
infrastructure leave little space for creature comforts. Monarch or Princess dropships often dock to
them providing their services as floating hotels for transient populations, more comfortable space for
the crews, and making money off the spread.

Break_

Now we move to the mind-boggling science of logistics. The Inner Sphere during the Star League era
relied on a series of interconnected and dependent supply chains protected by vast fleets of SLDF
warships. In the wake of the Succession Wars these were shredded and for a long-time interstellar trade
became the domain of military operations and dire need rather than trade.

Following the rediscovery of the Helm memory core that changed dramatically. Factories once idled
for lack of parts or knowledge could be restarted. Their outputs once more flowed up and across the
stars. Fleets of mothballed spacecraft kept for irreplaceable spares could once more be reactivated
delivering vital goods to places that had regressed to the 20 th century in their absence.

The Clan Invasion spurred a massive increase in interstellar trade between the Successor States and a
new Star League. The Free World’s League was the largest beneficiary revitalizing a moribund state
riven by discord. It is no surprise then that they were the largest supporters of the Second Star League
becoming the arsenal and fleet both of war and trade for the Inner Sphere against the Clans.
FEDCOM's fracture and the falling out of Katherine and Victor Steiner-Davion threw much of this into
disarray as crucial Terran adjacent worlds were separated and fought over for most of a decade.

Presently the Inner Sphere has almost completely returned to Star League standards for transport. No
longer are Great Houses hoarding jumpships, using them as political bludgeons against upstart nobles
or to carry out raids for scraps. Post-Jihad Warships have fallen out of favor as anything other than
vanity projects. Modern powers find assault and carrier dropships or sub-capital armed arsenal ships
more effective and reinvested in jumpship construction to replace losses sustained during the Jihad.

The Clans retain the largest active warship fleet although many were mauled during the Jihad and
mothballed, deemed too expensive to repair but irreplaceable. Such was the case with most of the
House Fleets. The Asta Accords post-Jihad limit the active fleet for each House and Council of Clans.
No one has reached that limit yet, but it is in place.

Atrocities committed by the Eriynes to Taurus and Alshain and other Blakist Warships during that time
left a bitter taste in even the most hawkish League spacer. Diamond Shark Potemkins now carry
dropships from Sol's Titan Yards, mostly repaired a decade after the invasion, to the Chainlaines or
customers throughout the Inner Sphere rather than Warriors bent on its conquest.

It is important to remember the history of these events as they continue to have ripple effects on the
whole Inner Sphere and as a free trader being aware of your surroundings is key. Opportunity is
everywhere out there if you are looking, and you should be because military cargo is the most
profitable kind but that is detailed later.

We will start with how you make money as a Jumpship Captain.


Step 1 – Have all your collars full
Step 2 – Show up on time
Step 3 – Get on the best routes
Step 4 – Don't blow out the core because you failed any of the above and try to make it up on volume

We will start with defining a term that I will use later when we discuss cargo in detail. Burden is the
most important. It is basically how much work your collars or cargo must do in order to break even.

As a free trader breaking even is the bare minimum, I expect of you. Anything more than that is profit
and cash in the bank for a slow period or yard time, most jumpships need to go in the yard for 2 months
every year fixing things that break along the way. While you should pay your crews well, and I'm
serious it is literally the lowest expense you have, fuel costs far more, giving them a share of any extra
will incentivize them to work harder or complain less along the way, either works for me.

Step 1 – Empty collars are dead weight, and you have either eat it or pass it along to your dropship.
Godd business says you should sell out your slots ahead of time along whatever route you are running.
If you are serving as a charter that is part of the negotiation.

Sometimes a dropship is not where it is supposed to be, however. With any luck its Captain contacts
you ahead of time and pays a small late fee from escrow funds often 10%. This sucks but it gives you
an opportunity to pick up a different ship along the way. Don't let these Captains sucker you by waiting
until jump time but some money is better than none so if you have to give them a discount do it. Often
you can come to some arrangement between businessmen but get it in writing in case you end up in
arbitration.

Step 2 – This is the second most important thing to know as a Captain. Show up on time, terms allow
some flexibility if you encounter difficulty, but time is money, and you can throw off a schedule by not
being where you need to be when you say you will be. Dropship Captains are counting on you to arrive
as agreed and be ready to depart on time, and they talk to each other. If you get a reputation as
unreliable you might see your cost per collar, take a hit. Schedules can be altered but this is one of the
strongest cases for a mixed sail-burner route as it gives you options.

Step 3 – The best routes come in two shapes, but they share the same thing profit. A remote Circuit is
just as likely to be profitable as a short Line. It all comes down to who is hanging on and what they are
carrying. Chartering for a time will earn you more on average as they can typically make up for volume
with a premium. Charters are highly competitive though and make sure to do some research on the
client and ask for a large down payment. Once they are on your collar, they are your responsibility and
Admiralty Court is not somewhere you want to end up.

Step 4 – DO NOT CRACK THE FRAKIN CORE. Core damage is every Jump Captain's nightmare,
the thing makes up most of your dead-weight and are large portion of your maintenance it is literally
the reason your ship exists treat it with respect.

KF cores are incredibly expensive and hard to repair, trying to eke out a fast charge route with the
reactor sounds tempting right up until you fry the hyper-delicate electronics that transit you through
space almost instantly. Shipwrights give each Jumpship a century of useful life and while they can run
more than that maintenance increases as it ages.

This is why there are three distinct periods of life for a Jumpship, the first 60 years are the most
profitable with it going down over time as things break down. Aged jumpships still operate because
they have been treated well. Nothing except the nearly LosTech Newgrange Yardships operated by the
Clans can bail you out if you break down that way. The best you can hope for is selling it for salvage,
but the germanium requires so much processing to transport. You will be lucky to make back a
thousandth of the purchase price.

Break_

Dropships, as much as some Jumpships Captains might look down on them, are more than just mobile
shipping containers. Numerous, politically connected, and with better PR their Captains are the ones
hustling cargo and dealing with customers. Failing to respect that will find a jumpship put off a Circuit
and into the unpredictable world of Charters unless they repair their reputation.

Friendly rivalry and jibes are thus limited to off-channel chatter in wardrooms and mess halls. Some
are modern renaissance men and women in the same league as famous mariners of ancient Terra, others
ruthless businessmen akin to mafiosas, or simply reliable upper middle-class professionals. Everything
moves with them and many end up in civilian leadership positions upon retirement so building a
relationship early on could pay dividents.

They are the ones that deal with all the paperwork and tariffs when the day is done, and funds settled.
Jump Captains and Station Masters exist to service droppers not the other way around, and they know
it. The interface with space and planet has a massive tome of arcane laws dating back to the early 22 nd
century and beyond. Keep reading up on this in your off time as it has some useful loopholes that you
can argue in arbitration or court during a dispute.

Basically, all spacecraft are subject to the laws of their flag state just like any prior naval vessel, they
do not need to be citizens of said state and citizens still need to follow the law of their home states.
Additionally, they must adhere to the 26th Century Law of Occupation. This boils down within a
50,000-kilometer radius sphere to a station the follow the rules of that station's flag. These almost
always fly the flag of their respective planetary government although there are exceptions, typically in
border areas with a long history of changing hands.

Obviously Great Houses and their toadie Zaibatsus and shipping cartels proudly fly the flag of their
respective state. Were it not expressly forbidden they would be broadcasting patriotic messages across
every jump point extolling their own virtues and crowding out useful frequencies. Fortunately, the
signals neutrality act and professionalism between spacers prevents that from happening everywhere
but the Trinity Alliance.

Smaller groups and Free Traders register their ship with whomever they like. Many with COMSTAR
during the Succession Wars seeking their neutral status, lucrative contracts, and importantly parts and
yard time. This worked perfectly well for spacer crews with little affinity for planetary government.
Post-REVIVAL the Order took major hits on all fronts until it became nothing but ashes on Terra.

Modern Free Traders often flag with the Outworld's Alliance (OAS), Clan Diamond Shark (CDS), or
go straight to the Second Star League (SSL). Each asks for a modest registration fee, the occasional
discounted collar, low taxes, and maintain legal diplomatic contact with all five Successor States.

The Magistracy of Canopus (MOC) and St Ives Compact (SIC) were also popular Flags of
Convenience for anyone doing expecting to do business in the Combine which refused to honor
Outworld's neutrality treating Alliance flagged vessels as 'hostile' for most of its history. St Ives with its
large financial industry and backing of the Federated Suns was a prime choice during its short existence
but since the Trinity Alliance solidified both have become less...understanding.

Before we continue, we will go back to basics. Since the mid-20 th century nearly all cargo has been
transported in intermodal containers. These are standardized among all transport types and measures
enforced throughout the Star League era, tradition and ease of use keep it in service. Containers come
in three sizes; each referred to as 'ergonomic units;' because they are easy to handle and simple to
construct. Widely available they are constructed of a variety of materials but aluminum and hard
plastics with steel frames are the most common type. Their weight is negligible but typically
somewhere between 2 and 5% of the total rated mass.

L(ight)EUs mass 10 tons, M(edium)EUs mass 30 tons, H(eavy)EUs mass 60 tons. One of each is
referred to as a 'hundred-weight' and ships are classed based on how many of these they carry. The
exact details of how many of each type don't matter to anyone but your Loadmaster, whose job it is to
keep your ship in trim. Liquids are stored in buffered tank boxes protecting them from damage and
providing a means to transfer it contents while remaining just as easy to handle.

Any leftover tonnage is scattered about as break bulk (non-containerized) and often left for crew use.
Freight forwarders deal with all the details of how things make it into the container and back out again.
Unless you are looking for more headaches stick to moving EUs through space, it's simpler.

There are three places you pick up and drop off cargo, in space, within a bay, or on a planet. Each has
their own complexities.

Space to Space transfers are common but always awkward. If you can imagine whales mating you are
most of the way there. The larger vessel be it station or ship maintains a steady course with no
thrusters. The smaller vessel let’s call her its 'mate,' will actively move around them to the collar. Once
the ships are within ten meters docking collars from both sides will extend and meet in the middle.
Space Stations have large grappling arms helping to stabilize the ship to the station.

If no collar is available containers do come in a type known as 'Null-G modified.' This effectively turns
it into a satellite with its own RCS thrusters for adjustment and propulsion. These are then reeled in
slowly after a cable is attached or piloted remotely until it is grappled under a shuttle, on the back of a
rover, by a station's robotic arms, or Zero-G modified Loadermechs.

On Spheroid ships the docking collar is on the nose, on Aerodynes it is in the Dorsal (Top) plane. Once
joined cargo is transferred in a safe pressurized environment right into the holds along a cable way that
functions much like an elevator car. Unfortunately, the largest holds are often opposite the collar as
most ships are optimized for ground offloading.

All ships maintain a nose hold capable of carrying a tenth of their cargo mass with elevators for internal
transfer for just this use. Its primary purpose is as a crumple zone in the event that you screw up and
'bump' into something. Don't do that always have a spotter!
Within a shuttle bay (or on truly massive asteroid bases a dropship can fit in) the transfer process is just
as easy. Most occur like regular StS transfer but at the same time a shuttle can just wait and have the
ship burn slowly till they match speeds and intersect. They always dock nose out, as their main
thrusters only work in one direction. This conveniently puts the cargo ramp closest to the ship or
station. Crew using industrial exoskeletons then off-load the break bulk and transfer it to the holds.

On a planet there are two types of planetary facilities you will encounter; with any luck you will land at
a well-appointed starport with comprehensive facilities. The staff will then take over after the Captain
signs on the dotted line although they have likely done so already prior to touching down. These
comprehensive facilities include a wide range of specialty vehicles loaded right from the ship's cranes
or their own forklifts. Small trucks will then move containers to warehouses for further shipping. These
are common on any industrial world and interface directly into regional infrastructure.

Industrial Transfer Stations are found within industrial zones where they handle that area's elevated
need for planetary and interplanetary shipping. While not as comprehensive as a planetary starport
servicing an entire world, they are capable of more than the ship's crew or those with less equipment.

If neither of these are available you will have to unload your own holds with whatever is at hand,
including maybe your hands. Less industrialized worlds or remote facilities rarely have an established
starport beyond a patch of desolate likely disintegrating ferrocrete stable enough to land on. These will
require your crew or the locals (hopefully you have a shipping agent worth their salt on-world) to take
containers out and establish a temporary hub.

Shipboard overhead cranes take containers to the deckplates. From there I have seen everything from
steel frames bolted together pulled by teams of oxen or tractors to modern Battlemechs carry them
down ramps to the surface. Once outside these are unloaded, turning into break bulk, and carried to
their final destination.

Unloaded containers can be refilled and stowed again or sold off to the locals to prevent carrying
deadweight or replace worn out containers. A reasonable market price is 100/ton of capacity but a
mostly new one (or desperate folk) can go for almost twice that. Most prefab colonies are made of
these, LEUs serve as silos, sheds, or stables, MEUs as workshops and offices, and HEUs can be
adapted into adequate family residences.

Now we conclude this part with a discussion on maintaining that dropship. There are two ways to
calculate maintenance costs, first is Deadweight (the standard way) and the second Liveweight (or
modified). Deadweight is a measure of the dropship's total tonnage, Liveweight is a measure of the
dropship's tonnage minus its cargo capacity (that is everything else).

These two metrics are vastly different for a simple reason, money. The SLDF in its infinite wisdom and
bigger budget defined maintenance based on Deadweight. Think of it as Federated Boeing Interstellar
wants to sell you that precision engineered gasket with a life cycle of three years every year 'just in
case'. Those three years can probably be extended to five or you can use a lesser part without that FBI
logo on it.

Indeed, during the scarce times of the Succession Wars the same part could last a decade or more with
little loss of function. Those times changed the measurement out of necessity, instead spare parts were
allotted on Liveweight effectively acknowledging that cargo bays don't really need spare parts. Since
most of a freighter's mass is in its cargo that means that you really need to prioritize everything else.
Things like the engine, life support, water recycling, and the like are a higher priority for parts.

Modern Dropship Captains don't want to go all the way back to those desperate times. Times where the
atmosphere smelled funky, and you were afraid a loose bolt on a cargo door could change trim and
cause a tumble into oblivion. So, the real answer is somewhere in the middle but like many other things
this is determined on a ship-to-ship basis. Top end ships carrying expensive cargo can keep it factory
new for decades but then there are some less concerned with comfort than cash.

Attached is a breakdown of the dropships covered above and some examples for prime movers. The
next segment will be on the cargo itself, what is worth carrying how far and in what way.

Break_

USIIR (Universal Social-Industrial Index Rating) Codes

The First Star League loved its acronyms as much as its giant Warships and tyranny. Its Successors are
little different and with minor exception still follow its lead. This is true with the USIIR code of
planetary classification which have been preserved as tradition and for ease of use.

Defined by five different factors within a range of A-F with A being the highest, F being the lowest.
They are Technological Sophistication (TS) – This measure determines the likelihood of encountering
advanced technology among the locals. An A class world is awash in the latest and greatest
technologies while an F class world gets by on inferior artisan goods.

Industrial Density (ID) - Ever since the Industrial Revolution industrialization has enabled humanity to
accomplish tasks once thought impossible. An A rated world is intensely industrialized with modern
production capabilities while an F rated world still have artisans practicing rediscovered handicrafts.

Raw Material Dependence (RMD) - Many elements are difficult to find or refine requiring advanced
techniques and expensive equipment to obtain. This is particularly true with anything over Iron in the
Periodic Table. Noble gases and metals, specialty materials for advanced alloys, and radioactive
minerals enriched or otherwise are all included in this chart.

This measure is limited to planet access only so these might be found in system and traded
interplanetary rather than interstellar ensuring plentiful world for bulk carriers. Powerful industrial
worlds like Hesperus II must import many of their raw materials as their own supplies become less
economical to extract while their factories continue to churn out immense volumes of finished goods

An A rated world is entirely self-sufficient at its current consumption and possibly even trades the
excess while an F rated world is heavily reliant on imports. Either are likely on a major trade Line or
will be shortly.

Industrial Output (IO) – The IO measure determines how much the planet’s industry produces based on
their sophistication and industrialization. These goods can then be traded or remain on world. An A
rated planet produces an abundance of goods while an F rated world cannot keep pace with local
demand.

These goods are not necessarily high value however and market forces keep either of these in line
unless they are ordered to overproduce for some reason. With recovered technology and less demand
for military hardware on Great House budgets capital is becoming available to finance more factories
built where there is a shortage. Areas once heavily reliant on common goods are investing in tooling for
higher quality goods to make up the difference in lost trade.

Agricultural Dependence (AD) – Much like industrial output this is a measure of the abundance of
agricultural commodities on world. A rated worlds export produce (in a stabilized and concentrated
form) across the stars while an F rated world is reliant on food imports. Any world so reliant on
interstellar trade for food died out during the Succession Wars and commodity crops are not very
profitable to ship (thus waste resources growing) so a low and high score in this rating is very unusual.

With a general idea of what a world is like now we look deeper into what is reasonable to ship across
the stars. These are divided into four basic categories and subdivided appropriately.

Information is the simplest thing to move. In areas lacking regular HPG access quarterly jumpships
bring news and media to the people. You can beam them down or take the shuttle and sell the media
directly to the people in a physical or digital form. The Captain typically assigns the youngest crewman
to figure out what the latest trend is going to be and source it for them in a digital form before
undergoing a year-long Circuit. They will also send out the Navigator, Chief Engineer, and/or First
Officer (all typically the oldest and most experienced Spacers) to find media of greater interest to more
‘mature’ customers.

Line operations are often on well-trodden paths with HPG access so this is rarely an option except with
large files that would be expensive or impossible to transmit that way. However, running a Line gives a
Captain and crew a better idea for the tastes of their customers so they can curate their offerings better.
With shorter trips the media can also be much newer and constantly changing.

Cutting deals with media distributors is easy money for a ship’s crew, as is advertising. Since these
goods are effectively weightless, they are highly profitable. Executive crews regularly ink deals with
these companies during the slow season as their wealthy customers are highly desired by major retail
chains.

Information is refreshed as often as possible throughout the trip as you don’t want to show up when a
fad is already faded.

Goods have been discussed at some length already, the goal of any seller is to add no more than 25% of
the cost of a good in shipping. This limits many options for profit but like all rules there are exceptions,
direly needed (or highly controlled) goods can fetch up to 200% their value in shipping costs.

Stock and trade of a freighter cargo is going to be factory produced goods, commercial or industrial
vehicles, and rare minerals. Base commodity materials are just not profitable to ship and don’t make it
to the jump point. Oddball cargos like art, exotic animals, LosTech, and personal watercraft are out
there but require a certain eye to realize profit.

The most profitable goods have always been military equipment as they are both high tech and
lightweight. Gun running remains a viable if risky business to be in, particularly with higher end
equipment. Spare parts are always in high demand as are fusion engines of all sizes. Consumables such
as ammo and armor regularly flow out to remote supply depots on civilian ships mixed in with other
cargos.
New Mechs and combat equipment are always transported aboard a factory owned and escorted vessel
to a distribution point where a military transport takes it to its new unit. Don’t try to muscle into that
business you will get hurt.

Mercenary mechs do however often ship on freighters as do IndustrialMechs of all kinds (even
SecurityMechs) so these are good cargos to have. They will be accompanied by a marine or police
detail hanging out in the bay for a time ensuring it gets to its destination.

People are the next thing that moves across the stars but are honestly the worst cargo. They get in the
way of regular operations for your crew, smell, and use up valuable water and food. Plus, someone has
to watch them, make sure they eat and drink, and importantly keep out of the Engineering decks.

There is always a passenger demanding to speak to the Captain about some inane issue only they have
that the Chief Steward, whose job it is to deal with them, is not high enough for their liking. It takes a
special dropship Captain to deal with the interpersonal issues of so many people confined and bored.

That said don’t let them do that, run a casino, hire a good chef, bring on premium goods and sell them
at inflated prices, and give them microgravity experiences. You have a captive audience which you can
make a lot of money off of during their transit so do that and it might be worth the headache.

Businesses combine all of the above. Some worlds lack the basic infrastructure to progress or have only
temporary need for some special service. This could be anything from vehicle mechanics to agricultural
consultants to engineers, teachers, lawyers, and doctors. A dropship is a self-contained nomadic vessel
already moving along a predictable path and arrangements can be made in advance which is something
every businessperson dreams of.

Importantly unlike common passengers businesspeople are more likely to follow the Captain’s orders.
They do after all have their own affairs to attend to rather than hampering your ship’s operations. Once
groundside (or in space) they engage in whatever business they can find. Almost always they have their
own vehicles or prefab structures (if they don’t contract with locals) to operate out of until it is time to
leave and move on.

Another excellent thing to do is to set up a factory within the dropship itself. There are already
personnel accommodations, warehouse space, fusion power plant, and other utilities onboard. Why not
turn it into a production center?

The most famous of these were deployed during operations BULLDOG and SERPENT to support the
SLDF’s invasion of Huntress where they served as mobile repair deports. However, there have always
been vessels capable of building prefab towns, operating as sawmills, refineries, and smelters, or
constructing major utilities on worlds that the locals would not be able to accomplish natively.

Many Bulk Carriers operate in this fashion. Their immense volume allows for a variety of complex
processes to be built in and the cheap operating costs allow greater profitability. This is particularly
useful for space mining or construction operations where a station might not be feasible due to lack of
apparent gravity for processes that require it or the transient nature of its occupation.

Break_
No Free Trader will make it if he fails to manage his crew, ship, and organization correctly. Most
dropships have fewer than 6 major officers. The Jumbo and Behemoth have more as an artifact of the
Star League era where the SLDF ordered observers be berthed in prime quarters on Free Trader ships
for 'accounting' purposes. Not only that but they had the audacity to charge the ship for their services.
Today those berths are mostly occupied by the Captain's guests or businessmen either traveling or
operating out of that ship as both the Jumbo and Behemoth often have renters.

Standard space operations are conducted on a 12-hour clock with 6-hour duty shifts off-set to one
another by two hours. This schedule ensures new personnel are always rotating in and others can get
adequate rest.

There are five major departments on any freighter overseen by an officer, on smaller ships these roles
are held solely by petty officers overseeing ratings and often combined.

The Captain obviously commands the ship, and the buck stops with them. Ultimately nothing goes on
without them knowing about it, but their attention is focused on the actual business and everything
outside. This leads to a lot of paperwork as the Captain manages what is going to happen next for the
ship. On smaller ships they also oversee Astrogation and Piloting.

First Mates or Executive Officers (depending on Great House) controls everything aboard the ship.
They manage departments and ensure that everything and everyone is getting what they need and doing
what they are supposed to. Captain and First Mate work intimately together. On a small vessel they are
often the Loadmaster.

Astrogation and Piloting are often shared between two individuals, but on smaller vessels are one or
absent. On a Jumpship with its meager thrusters the Navigator is the Third Mate, behind only the First
Mate in importance, as accurate calculations are crucial to the ship. On a dropship this is frequently
reversed many lack Navigators at all relying on automated systems and beacons for directions.

Most vessels are equipped with capable automated systems for either, but no spaceman should trust the
computer implicitly and humans always remain in control. Machines are good for plotting options but
are always isolated from flight control for security reasons.

A Chief Engineer's job is ensuring the power plant and utilities operate within acceptable levels. They
often supervise the largest number of ratings and on smaller vessels might be the only certified Fusion
Tech in the crew. They work with other Officers to ensure parts and manpower are available and warn
them when something is looking odd that could affect operations.

The Loadmaster is responsible for all cargo and transfer machines ensuring that trim is maintained
particularly before liftoff. Often, they are also the Quartermaster managing the ship's chest of premium
items, foodstuffs, and vital life support supplies. If this ship is not a passenger liner, they are also the
Chief Steward in charge of crew comfort.

On passenger liners the Chief Steward and their staff are responsible for their care and deal with any
issues that arise between passengers and/or crew. These are typically jolly folk, always willing to hand
out a coupon to ease over something problematic, or capable of the great feat of mass misdirection to
keep the passengers out of the crew’s way.

Aboard many vessels that are not owner operated there is a Shipmaster’s Agent. These individuals are
representatives of the Ship’s Owner, that is the group of individual that holds the Vessel Register. While
it would be suspected that the Agent and Captain wouldn’t get along that is rarely the case. Captains
can demand a new agent if they find their current one…unsuitable. While Captains are often well
versed in legal terms an Agent is often more so and will serve as their Advocate.

The Agent’s employer can be anyone from a noble, often a Baron for a Dropship, or Count for a
Jumpship, or the shipping group or co-op that holds the Ship’s Register. They make themselves useful
by coordinating cargoes and yard space, paying the crew and bailing them out of a Station’s brig after
too much partying, ensuring no illegal cargo is being carried that might attract attention, and otherwise
being helpful and unobtrusive while looking out for the owner’s economic and legal interests.

Finally, there is the Flight Surgeon, ensuring the crew stays in good condition. Ships can call in for
medical support to locals but sometimes they are in the middle of space with no one around but their
own medics. Smaller ships have a Paramedic for their needs, large passenger liners often have a few to
deal with any unforeseen issues in addition to the Surgeon and their assistant. Often a Jumpship
Captain will ensure that at least one of their dropships has a Flight Surgeon should one be needed. All
Stations have an onboard one as well for regular checkups and prescriptions in addition the station’s
needs.

Below these Department Officers are Petty Officers helping manage the ship. These are less needed on
a civilian ship than a military one as crew size is smaller and needs less intense. However, studies show
that with more than 3 dedicated reports efficiency drops dramatically so with larger crews Petty
Officers fill the void. Experienced Petty Officers oversee specific sub-systems, often holding
certificates in at least two which they alternate with another during a standard day (2 Watch Cycles).

Below them are Ratings coming in five grades with 1 (Able Spaceman) being the least experienced.
Besides providing general labor they cross-train between departments until they find what their own
talent is. All Ratings are familiar enough with the equipment on board to recognize hazards and take
immediate corrective action. Once they choose a track, they can continue to specialize ultimately
becoming Petty Officers or Specialists.

Specialists typically leave mobile service to take up residence at a Cageworks (for Jumpships) or
Shipyard (for Dropships) repairing or constructing new vessels. Pay is better and hours more regular
with a greater chance to have a ‘normal’ relationship with the world. While it may seem like a loss for a
Ship’s Captain to lose a Specialist it is ultimately a gain. You can always visit them when you need
yard-time knowing they will keep you flying on.

Presently there are four major Free Trade Guilds throughout the Inner Sphere

United Outworlders Corporation manages the Alliance Aerospace Registry Board, a private cooperative
that organizes the largest collection of Free Traders besides Clan Diamond Shark. Since they brokered
a deal with the Snow Ravens (who the Sharks are oddly hostile too) the AARB has grown into the most
diverse organization of its type running a large portion of Circuit Trades in Anti-Spinward Space. With
greater security thanks to the Raven’s agreement with the Avellars UOC are at the forefront of trade
between the Star League member states, although Alpheratz has no interest in joining the Second Star
League due to lingering resentment for its originator. The Snow Ravens have also declined the
invitation extended to them for membership in the new Clan Council on Kerensky’s Vision.

Sea Fox Ventures controls the Clan Council’s largest Merchant Fleet, their claim to fame is access to
the Potemkins and Titan Yards giving them immense Line capabilities. With an almost complete
stranglehold on the high volume Terran Transfer Corridor they run service from Chesterton all the way
to Kerensky’s Vision servicing the most industrialized corridor of planets along the way and Clan
Council Space. Based out of the Chainelaine colony of Far Reach the Diamond Sharks are making
waves in the Inner Sphere but few friends.

Spinward Shipping is a consolidation of former Lyran Commonwealth and Free Worlds League
shipping interests. Damaged during the Jihad they have found a new calling and service their respective
states down into the growing Marian Hegemony, a client state of the Commonwealth. This greatly
irritates the Trinity State of The Magistracy of Canopus, its long simmering rival on the Rim whom it
has accused of many crimes against humanity. Thus far nothing has come of it, but formal protests have
been lodged to Atreus and Tharkad. Trinity State refusal to ratify the Second Star League after the Jihad
has complicated matters.

Left in last place is the Second Star League’s own Free Trade Guild. Without a large fleet of its own
thanks to the Word of Blake’s negligent residency the 2 nd Star League FTG is relying on smaller
independent Charters to remain afloat. They provide supplemental trade to Draconis Combine space
whose state-owned fleet was heavily damaged during the Black Dragon Uprising. The Combine
Government considers the Snow Ravens possibly hostile and perilously close to New Samarkand,
Franklin Sakamoto’s new capital, so has once more flagged Alliance vessels ‘of great interest’

Space Stations and Closed Habitats


Once these were thought of as the future of humanity until the invention of the KF FTL Drive and the
resulting planetary colonization of the Inner Sphere and Periphery. They come in a limitless variety but
boil down to several different classes. Closed Habitats are often built underground to protect their
inhabitants from debris and radiation. Space Stations use water and ‘storm shelters’ for security and
health as well.

Their operations are very similar to another spacecraft. Someone has to make sure air, water, food, and
power keep flowing while keeping people and equipment healthy. The Reactor is often of a Nuclear
Fission type (typically Gas Cooled) rather than Fusion as a space station doesn’t need the extra power
for thrust. Fuel Cells provide backup power and in some very small versions are the primary source of
energy.

While the Inner Sphere is full of habitable worlds (or close enough for Star League era terraforming to
work) there are enough that are outright hostile to permanent habitation. Whether it is an icy moon,
inside a rocky asteroid, or a remote station far in the Deep Black there are people that want or need to
live there. As you go further from the primary population center the drop off is however exponential as
costs increase dramatically as more resilience needs to be built in.

Modern Habitats rarely have more than 15,000 people aboard and these are only to support truly
massive undertakings. The old Star League’s DoME made extensive use of these and even created
some that could be transported aboard a regular docking collar. Only the Clans retain the ability and
desire to create these. Most are instead assembled from in-system resources for in-system needs.

These Habitats are well-equipped to care for and maintain their populations with grav decks, aeroponic
gardens, and everything one might expect to find in a small town. Most are closed to outsiders and
treated as corporate or government property. Those that do allow outsiders to come in subject them to
extensive searches, often an interview, medical tests, and assign a security minder ensuring they are not
ill or arrive with ill intent. Cleanliness is taken incredibly seriously as any disease will rapidly overtake
the station and has potential to become a serious issue.

While space is open fortresses still have a place protecting planets like Gibraltor protected the
Mediterranean. In the modern era they are more widespread as capital and sub-capital weapons become
more available increasing their capabilities. A fortress station is either equipped with these weapons or
used as a launch platform for aerospace fighters and gunships rarely both. They are located around state
and regional capitals along with major industrial worlds always in close orbits.

Capable of mounting thick armor (or being deep underground) they are still relatively fragile and
immobile limiting tactical options. They are however strategic assets potentially allowing a world or
facility to resist a small invasion force long enough for relief to arrive unless the enemy brings
overwhelming firepower. Many shipyards are protected by these platforms ensuring the many billions
spent to modernize them from raiders were not wasted.

Aphrodite Station, the last M-9 Pavise, was one of the largest of this type and took the combined efforts
of the Hellions and 2SLDF to bring down costing the clan almost all their Warships in order to
compromise the Sol SDS network.

Jump Ports are the most common station a Free Trader will find themselves on, located above (or
below) a medium income planet they provide essential services that incentivize travel to their world.
These range from the standard triple R (Repair, Resupply, Rest) to communication, accommodation,
and representation for corporate officers and shipping brokers. Often these services are subsidized by
the planetary government to drum up trade volume and it always seems to work. The largest of these
the one megaton Olympus Recharge stations are always hopping with business (and pleasure).

Factory stations are uncommon while industrial closed habitats are more so. This is particularly true in
Clanspace where the worlds were less hospitable to human life.

Major aerospace industrial worlds still use ground-based facilities for almost all major construction,
shuttling the components up in sub-kiloton transporters (SKiTTers) before conducting final assembly in
space. Of the few that require stations are the Core Forge which manufactures compact or regular cores
for Warships or Jumpships respectively and an Endo-Steel Foundry which uses microgravity to create a
unique crystal structure into the metal which is then formed into shapes. Vessels are constructed (and
repaired) in a facility known as The Cage, a metal cage with high tensile fabric around it. This protects
the workers from outside harm and the space around from stray parts.

The most common is a Refinery/Smelter Station processing ice, gases, and ore gathered from asteroids
and moons into more concentrated and economically useful forms. Many orbital version are copies of
the Taurian Concordat’s Snowden Mining Station and operated by huge industrial firms within the
same system. Closed Habitats use rovers and temporary camps to harvest materials taking them back to
a central facility for processing just like the orbital version.

Oddballs
SKiTTers (Sub-Kiloton Transporters) – These small dropships are uncommon outside of specialized
roles as they are limited in payload and not worthwhile to transit. Small craft are more widely
produced, less expensive to maintain and operate, and easier to transport, but cannot carry more than 70
tons in payload. SKiTTers fill the void between a K-1 and a Manatee or the similarly ancient Saturn.
This class is becoming more interesting as planets look toward new threats above and sub-capital
weapons that can be mounted aboard become more widespread. Despite being dropships, they are
relatively quick and easy to assemble and comparably inexpensive to operate.

Almost all however are produced and used internally by Shipyards transporting components from
ground stations to orbital assembly platforms or as small tugs and working platforms in space. This
typically means they are aerodyne to increase safety for the crew and make it easier to load oversized
pieces.

Tugs – There are several Tugs in service throughout the Inner Sphere. Most operate with fleet supply
ships to rescue crews and salvage damaged military vessels. Civilian ships operate in Jumpship yards
and aboard recharge stations pushing much lighter civilian vessels or space stations around.

What all three types in common use have been large engines, ample fuel, a solid pushing plate,
reinforced nose, and grapple attachment to disperse the force. Like all dropships Tugs dock nose to
nose with their target, unlike all dropships though they have thrust vectoring for more complex
turnovers rather than relying on RCS which they also have lots of.

Military Tugs are principally attack ships when not serving tender duty their job is to close with enemy
spacecraft latch on and take control. The Clans have modernized versions of the Type 96 Elephant
while 2SLDF and Inner Sphere House Fleets uses the Type 97 Octopus. Both mass 15 kilotons and can
push a destroyer sized craft at decent fractional gees.

The most common civilian type is the Burro, a Mule variant whose cargo is replaced with a tug adaptor,
more powerful engines (to 4/6), and shop space. Normally at least one Burro is available at an Olympus
recharge station to push ships toward a recharge station for a cable charge (or docking) or for servicing
a vessel in distress. For larger jumpships like the Monolith and Leviathan two are needed to make
much progress but they are handy enough for Liberty (or Invader) ships.

To service the massive Mjolnir Battlecruisers Archon Katherine Steiner-Davion commissioned the
Gargantuan class of super tugs. Gargantuans are Behemoths with massive engines (an extra Mjolnir
engine actually), big fuel bunkers, and a reinforced structure capable of wrestling with the 1.25
megaton ship. With the loss of all megatons plus Warship’s post Jihad and no plans to restart
production on the crushingly expensive Mjolnirs the class is mothballed and looking for a purpose.
Several investment groups were looking into the viability of using them to push asteroids around for
mining but after the Eriynes’ bombardment of Taurus and Alshain with an asteroid the risk is simply to
great that no one was willing to underwrite them.

Astrogation

Do you ever look up at the black velvety darkness and wonder what all the stars are doing? Of course,
you do. We all do. It is hard not to be amazed at the size of the universe from the observation deck of
your jumpship or dropship.

Our little slice of the universe known as the Inner Sphere is but one of many sectors in the Milky Way,
even Clanspace is relatively close, and it takes almost a year to get there via jumpship. To get from the
former Rim World’s Republic world of Megiddo (among the most Anti-Spinward worlds on a map) to
the world of Randis on the edge of the Orion Rift (and very Spinward) is 1321 Light years, almost 44
jumps which would also require almost a year to traverse. We mentioned before the Exodus Road to
Earth is almost 2100 Light Years from the Clan Homeworlds but from Earth to Hellespont the furthest
Rimward colony of the principal Taurian Concordat, not including some of the Far Looker colonies
beyond, is another 560 Light Years or nearly 19 more jumps.

Beyond these points you start falling off the map and into ‘here there be dragons’ territory.’ The Deep
Periphery is a realm of mystery, wonder, and danger. Signs of human colonization, viable colonies, and
even small nations outside the HPG network exist thousands of light years beyond the furthest extent of
the Inner Sphere. Some such as the Delphi Compact, Hanseatic League, and Jarnfolk maintain contact
through intermediaries. Each are reliant on tramp freighters running routes far beyond the border in
exchange for vast amounts of wealth. The life of a Deep Periphery free trader can be worth it but going
out that far is not for everyone. You need a sharp mind, quick trigger finger, and backup to survive out
there, not that those aren't nice to have anywhere you go.

You don't have to range very far outside the core worlds to start noticing that some jump routes are
rather sparse. Big pockets of empty space exist in every Successor State according to COMSTAR
maps. Many of the worlds that were once settled during the Star League era were simply abandoned but
that doesn't mean they are unoccupied, off-limits, or otherwise. The Order leaves off many worlds too
small for regular HPG service or off the routes of its chartered carriers. Still, it provides the best value
for its navigational data subscription.

Other sources such as government archives, navigator guilds, or organizations specializing in such
works, such as Interstellar Expeditions, can be looked into to fill out your jump computer's catalog with
new potential customers. Some particularly enterprising trade groups buy and jointly operate a small
dropship, often a Manatee or Unity, to serve as a resupply node giving out the coordinates to their
friends willing to take a short cut through such voids of settled space.

Speaking of the jump computer the mathematics behind KF jumps is simply baffling to the outsider and
even some crew. It takes nearly a decade of apprenticeship by a gifted individual to fully understand the
multidimensional equations that the computer does for you. Of course, you don't want to rely on the
computer as it is limited to the Zenith and Nadir points and any computer can be fickle, particularly if
you haven't maintained or updated it in a while. If you want to use pirate or non-standard points you
need to do it long hand, then check it through the jump computer. These non-standard procedures are
where the navigator really earns their healthy salary.

Pirate points are very interesting, the gravitational forces at work on a Lagrange point will sometimes
be low enough that a successful translation can occur. Unfortunately, these areas are ephemeral and
very dangerous to jump into. You are at the very least looking at a military patrol being sent out to
board your ship and inspect it for weaponry. Pirate points are thus far too high risk for an average free
trader unless you know the system well and clear it with the orbital protection teams.

Non-Standard points however are far more useful in general and effectively infinite. These are areas on
the sphere beyond the stellar proximity limit. Many of these fall where gas giants are common in solar
systems. However, they put you out of position for the common services of spaceborne infrastructure.
As such I would only recommend you only use them if you are meeting someone there to conduct
'legitimate business' in private.

Speaking of star types there are six main star types that are occupied in the Inner Sphere. Each is
identified by a color (M – Red, K – Orange, G – Yellow, F – Yellow-White, A – Blue-White, B - Blue)
despite all of them looking white in visible light. There are others such as neutron stars, pulsars, and
other oddities along with multi-star system but none of these are of interest to a Free Trader as most of
them are uninhabited. Therefore, unless you have a group of Niops Astronomers onboard avoid them.
These stars are further divided into different sizes and intensities identified by numbers with 0 being
the hottest and frequently largest stars and 9 being much cooler, smaller ones.

These roughly break the different classes of stars with a G0 yellow star being closer to a F9 yellow-
white star than a G9. As stars increase in size their jump proximity limit and thus dropship transit time
increases dramatically from two days for a tiny M9 to months for a giant B0. The most habitable stars
are from K3 to F8 taking from 5 to 12 days in transit from the standard points.

M type stars often have tidally locked worlds or large belts of planetoids that might make for viable
subterranean colonies. What they often do have is a fuel station as the weak light from these small stars
slows the core recharge cycle. This lends to a Jumpship using its engines for power as otherwise you
would have to wait several more days until the sail recharges.

Lower F, A, and B type stars often have high radiation flux that makes for a greater number of non-
habitable planets with long transit times. These stars often serve as resupply and rally points with many
House military or Exodus Road staging areas positioned around such stars. Their higher light intensity
allows a Jumpship to recharge faster than it normally would. A stop at a lower order B class star can
achieve the same efficiency as using your engines to recharge the jump core at no cost of fuel.

This sometimes leads to colonies forming on the outer edges of these systems beyond their proximity
limit so that non-standard points become the usual rather than the normal Zenith and Nadir which are
used for transiting vessels. Of course, the inhabitants likely only share this information with those they
trust as they could easily see their moon colonies invaded by pirates hoping to prey on unsuspecting
merchant ships.

Planning your route is thus fraught with quandaries. Sticking to bright stars ensures you don't have to
use fuel to recharge your engines and can make better time but at the cost of potential customers. This
may be worth it if you are in a hurry or operating an older poorly maintained jumpship in the Deep
Periphery. However, the smart move is to follow the map drawing as close to a line between your
destinations as possible. This may leave you slowed occasionally but if you have fuel, you can use the
engines to recharge around some dim star. What you will be doing however is working a route with
cargo to be picked up and delivered and that is the goal of a Free Trader.

The History and Traits of the Belters

Since the 20th century humanity has had at least a transient population of people who choose not to live
their whole lives on a habitable rock. Since the late 21 st century there have been permanent populations
living in the narrow passages of spacecraft, rendering megatons of asteroid rock into space stations, or
burrowing deep into ice to make it their home. The life of a Spacer (for those that live aboard
spaceships obviously) or Belter (those that live within asteroid habitats or distant, dark space stations)
is not an easy one but like any niche people and their organisms have exploited it to their own benefit.
Centuries of divergence, isolation, and no small amount of genetic engineering has created a population
that has adapted to this alien environment as much as any of the Clan phenotypes but so much more.

Many of the original Belters were recruited from populations on Earth with promises of hazardous but
high paying jobs by the Terran Alliance. The ones from high altitude areas as diverse as the South
American Andes, Swiss Alps, and the Himalayas of Southern Asia thrived through a complex series of
cultural and biological factors. Although these are the oldest populations, they are not alone, and others
were or have been supplemented by the same germ line genetic engineering first employed in the 23 rd
century. Some were even incorporated into the Clan’s Aerofighter phenotype and found in the native
Tanite populations prior to the Clan’s conquest of them.

This engineering increased resistance to radiation induced cancers and reconfigured some genes related
to vitamin and salt processing, reduced hair formation, better cardiac and blood health, and fine-tuned
muscle, and bone formation for zero-g. Belters ingest a wide variety of supplements to augment their
otherwise very healthy diet of aquaponically grown fish, fruit, algae, and vegetables and mandated
exercise. Some of which is shared with the fruit bats they keep as pets and to trigger proper immune
development in an otherwise very clean environment. Among these is a bioavailable form of strontium
which replaces some of the calcium, also heavily supplemented, in their bones artificially increasing
their density and reducing the risk of breaks.

Artificial selection on such a wide scale and some engineered solutions such as the expanded use of
grav decks for pregnant women dramatically improved the viable birthrate and lifespan among Belter
populations. The Belter population rapidly expanded, increasing the manpower their TA sponsors could
call upon. Other supplements are used in their small security forces to ensure the small but mighty
Belters, who maintained the Warrior traditions of their native populations particularly the Gurkha, can
serve as an equal to the ‘Common Dirtbag.’

Some Belters served in the Terran Alliance’s Colonial Marines and alongside their Spacer counterparts
in Alliance Global Navy. They were rarely incorporated into the feudal mostly ground-bound militaries
of the Great Houses. With the Free World League’s Clan related expansion of Aerospace production,
they found a place as pilots and marines equal to any among the Clans. Though none fought the Clans
directly instead fighting alongside the Nova Cats and 2SLDF in limited numbers. Post-Jihad the
2SLDF prefers the more reliable Belters and Clanners for operations finding the new groups of Post-
Warlord era Great House soldiers ‘troublesome.’

The Age of Exploration was not kind to the Belter populations as new virgin worlds were constantly
being settled and their resources exploited at lower cost. With access to so many resources their mineral
extraction and processing industries suffered. The engineering and artisan craftsmanship they would
later be known for were still restricted by the Terran Alliance.

The Ryan Ice Ship Cartel, formed by a Spacer entrepreneur, grew rich and cut into the Belter’s
profitable ice mining operations that fueled colonization and terraforming drive. Spacers enjoyed the
advantage of gravity and natural sunlight and required no major adjustments to retain normal human
function. Spacers ferried colonists and soldiers throughout the ever-expanding Human Sphere growing
rich enough to begin purchasing their own ships and investing in shipyards to expand their number.

When the Terran Alliance fell to be replaced by the Terran Hegemony Belters were further reduced in
prominence as Hegemony troops were more numerous than even the growing population of Belters.
Belter crews served on the early Warships of the Hegemony but rapidly found themselves sidelined by
higher prestige colonies.

With little need for terrestrial resources or a drive for growth with all of space at their fingertips Belter
populations faded into the background forming Communities among themselves while the Star League
rose to power aided by its vast fleet of Warships. These Communities formed greater Confederations
that existed principally as medium to exchange culture, information, and ‘genes’ and lacked any kind of
supreme executive. This was particularly true in the Outworlds Alliance that resisted Star League
aggression only to be occupied by AFFS troops under the orders of the SLDF.
Stephan Amaris’ coup created a crisis for the Hegemony’s Belter Confederation. Amaris had been
working with groups of Belters in the Periphery. These would interestingly form the nucleus of what
would later become the Canopian Pleasure Circus and contribute to the Taurian Far Looker movement
principally among the Adaptor, Inheritor, and Arcologist faction. However, there was no mistaking his
intentions were not in their Communities interest. Lacking any kind of native defense industry or a
large military they remained neutral and hiding along the system edges far from the recently activated
Caspar SDSs.

When Kerensky liberated Terra and cut a deal with the Minister of Communication Jerome Blake to
form COMSTAR there was finally some hope for the Terran Belters. It was only during this period
when Terra was restricted but before it was fully locked down that the Confederation covertly acquired
and spread its engineering skills.

With the breakdown of the Star League and its associated industries the Scavenger Days and
Succession Wars came. Interstellar and Interplanetary craft were abandoned or mothballed in droves
more valuable as sources of spares than functioning machines. Planetary industries were destroyed
along with the once great shipyards that had enabled humanity’s expansion beyond its initial pale blue
dot. This suited the Belters just fine who were mostly self-sufficient and with their support of the
Blessed Order safe from ROM.

Many Belters served COMSTAR over the centuries of its existence although few fully brought into the
Toyama mysticism that gradually expanded among its ranks. It is likely, though unconfirmed, that they
operate a limited but parallel HPG network to communicate among themselves as they rarely come
within thirty light minutes of a settled world. Whether this was disabled during the Blackout is equally
unknown and Belter Captains are not forthcoming with any answers. Much Belter history among the
Succession Wars is unknown as no one bothered to travel out to the outer planets they congregated at
and those that did often reported that Belter’s were uncharacteristically unwelcoming.

Sporadic reports of diseases spread from and hostilities with fellow scavengers turned them off to
outsiders. That is not to say that Spacers were not rescued and treated well by their Belter counterparts
if they suffered a system failure in the deep black. This mutual respect is observed between those in
extreme environments throughout history regardless of ethnic or national differences. Those cultures
and the Belters are not exempt and often share gifts between groups even something as small as new
holovids is greatly appreciated.

Belter craftsmen create the finest specimens of precision metalwork (the Hyades Community) and
delicate jewelry (the Trznadel Community) in the Inner Sphere due to sheer access and to gain foreign
currency enabling further expansion. The liquidity crisis post-Jihad was a huge boon to the Terran
Community as large stores of silver, gold, and platinum rounds stockpiled over centuries and hidden
from Amaris and ROM could be quickly made available to the Second Star League.

What they received in exchange remains unknown, but because of this the Second Star League was
able to prevent the complete collapse of the Inner Sphere’s economy. With the future of the C-bill (now
Communications) in doubt until every HPG can be brought online other Belter communities have been
providing banking services with their very secure and increasingly well-guarded, by surplus Power
Armor, Assault Dropships, Aerospace Fighters, and curiously a few Celestial LAMs, metal stores.

You might also like