Greenhorn
Working draft · α
Beat03In progress
Audio · Cass

Gear up.


1:05

Tune in · Cass · Cargo · Beat 03

Before you spawn the ship, pack what you need.

Cargo runs are boring until they aren't. The boring is the goal — when nothing exciting happens, you just made money. The exciting is when the elevator clips through the deck mid-loadout, your tractor beam stops working, or a pirate decides today's a good day. The right gear is the difference between a recoverable hour and a complete write-off.

How to think about packing

I sort everything into four buckets: Ship, Tools, Personal, Knowledge. Ship is what your hauler needs. Tools are what you're holding when you're not flying. Personal is keep-yourself-alive stuff. Knowledge is what you read before you launch. The checklist below is exactly what I bring on every cargo run. It's not glamorous; it's the run.

If you forget the tractor beam, you can't load. If you forget the medpens, you don't get back. The list is short for a reason — there's only so much you can carry.

Pack list

7 required


Ship

  • Hauler with enough SCU for the run*
  • Insurance status checked*Standard claim or expedited?
  • Fuel topped off at the depot*
  • Quantum drive cooldown clearBench it for 30 sec if you just QT-ed in

Tools

  • Tractor beam*For loading and unloading boxes
  • Multitool with cargo headBackup for stuck or stubborn boxes

Personal

  • Light or medium armor*Heavy armor slows you in the cargo bay
  • Medpens × 3*
  • Food + drink for two hours

Knowledge

  • Read this patch's known cargo issues on Issue Council*Half the bugs you'll hit are documented
  • Buyer's price checked at destination terminalDon't haul into a price drop

* required · others nice to have


Beat · 03Cass · CH 142.8