Starting a [TC]Name.Inc Trader
New recruits for TC traders receive 500,000$ startup plus a class 6
freighter shields. TC pilots with existing characters require about
200,000$ in transfer through the recruiter.
Explain that a bribe to the Junkers at Rochester will put all pirates
but the Xenos in the white or at least light pink reputation. A mission
or two for the Junkers - against Xenos or Bounty Hunters - will
convince even the hackers to turn white. After that, they may
occasionally demand your cargo - but that gives you a good head start
to prepare whatever you plan to do, run or fight. Don't yield unless
stuck in front of a jump gate with half a dozen potentially hostile
level 10 fighters around you (and even so - what the heck).
Ask the prospective trader what ship he wants - Humpback or Dromedar.
Humpback offers lvl 7 armour and max turret class but only 250 cargo
space at a high price (>200,000$). It turns extremely slowly. The
turrets are adequately distributed and can pour some fearsome amount of
Dromedar offers lvl 6 armour and max turret class, 275 cargo space for
some 63,000$. While no light fighter, it has acceptable
maneuverability, and except for the belly will have at least 4 turrets
shooting in any direction.
Humpback is easier to arrange, but more expensive. Give the money,
accompany the candidate to Planet Hamburg and transfer the class 6
shield there (or give the money).
Personally, I prefer Graviton Shields. My recruiter usually has a spare
class 6 to transfer. You can buy them from the Gas Miners Guild or the
The ship is sold with a class 5 shield. You can save a lot of money if
you transfer that shield while buying the ship, since you will receive
selling price rather than buying price for that item.
Both Berlin and Hamburg offer lvl 6 Rhineland tachyon guns which are
fine to start with, too. I usually advise to take a load of engine
parts to Freeport 4 for the first trade run, about 1000$ profit apiece.
Getting a dromedar takes a bit more work. The recruiter needs a
positive reputation with the junkers, or even better the Hackers.
First step is a trip to Rochester to bribe the junkers for reputation.
This will take the Rogues and Outcasts barely into white, but leaves
the Hackers light red.
First option is to fly a few Junker missions against Bounty Hunters or
Xenos. Second option is to have the recruiter fly one mission for the
Hackers while in group with the candidate. Either result is a barely
white reputation for the candidate, so he can dock at Mactan station in
Bribing the Junkers will cost some 65,000$. Buying the dromedar about
the same amount, minus the selling price for the class 5 graviton
When I recruit, I usually give a set of weaponry, too. My personal
favourite layout for long range engagements is 2 Bretonian lvl 5
Tachyon turrets, 2 Bretonian, Hacker or IMG lvl 6 Tachyon turrets, 1
Debilitator pulse turret, a Bretonian or IMG lvl 6 Tachyon gun and a
Moonstalker and Catapult thrower. If you prefer close action, get
corsair neutron turrets instead.
Depending on the experience of the candidate, one might start with a
high investment Cardamine run to Manhattan (costs 810$ at Mactan, sells
at Manhattan for 1500§ or at Rochester for 1410$), or a cheap water run
from Freeport 4 to Manchester system (any base pays well).
More under Favourite Trade Runs.