The generation two Baron is similar to the first generation but increases the ships defences and power availability as well as some additional hold space. The Baron is the perfect fit for those that want to trade in the frontier away from prying eyes. Being a trading role vessel allows the ship to act as a travelling merchant where any consumables or ports within its hold can be purchased and fitted by patrons at a profit margin of the traders choosing, based on their skill level. Traders simply need to fill their hold with consumables, equipment and weapons, choose what they want to sell from the cargo window and head to a system which doesn't have an owner or deep space. Trading like this provides the captain with pure profit on items sold as well as doubling as a forward operating armoury in time of war.
Availability: Civilian Guild
Tier: 5
Shield: 500 ZWs
Hull: 400 GPa
Power: 13.9 ZWs
Speed: 0.30 LY/m
FTL Range: 30 LYs
FTL Charge Time: 1 minutes
Maximum Fuel: 300.0 LYs
Hold: 200 Mgs
Customisable Rooms: 2
Bays: 1
Can Land: Yes
Ship Docking: No
Length: 268 m
Width: 141 m
Decks: 4
Cost: 215,000 credits
Skill Requirement: Travelling Merchant 10.
Crew Requirement: 1
Guild Requirement: Merchant Guild.
Passive Perk: Trading
Ships with the trading perk can operate as travelling merchants selling ports they have acquired.
Trading Role
Trading role ships temporarily increase your trading modifier by 10%.
Starter Cards
[DEFENCE] Reactor Burn: Modifies the following statistics instantly for [SELF]: Speed: +20%.
[SPECIAL] Smoke Screen: Creates a smoke screen that slows all opposing ships.
Flight Time Units
As you use a ship for its intended purpose you will accumulate flight time units (FTUs) which can viewed in the tactical window. Once the FTUs reach 100% you will be awarded an upgraded version of the ship (if one is available), parked at a specified location.
The progression path for this ship is: Baron G2 Marquess
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