Gear up.
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