Subclasses: Trader or Smuggler (T/S)

Background: Technically, all MH members are traders as the smuggler is not an officially recognized class. As the MH is also the main banking organization, and as public opinion also varies greatly from world to world on its attitude to bankers, one often finds that legitimate traders pretend to be smugglers, and vice versa as they travel from system to system. In reality the MH operate in the business world in a way similar to that of the Chiaroscuro Collective, often engaging CC agents when they must have complete deniability. The economic threads they weave through systems follows the wave of civilizations expansion, close on the tail of the Scouts that are pushing the physical boundaries. Unlike other classes who only gain 1 rep point per level in their main class, Traders also gain +1 rep point to a race and faction of their choice, while Smugglers allocate +1 rep to any race or faction that they already have at least 1 rep point with or have traded with.


Equipment: Almost always clad in their ubiquitous dusters, Traders do not usually deign to wear armor, although they do have access to clothing with remarkable properties that confer a surprising amount of protection. Traders receive ‘clothing vouchers’ which can be redeemed at participating Starbases as outlined in the Mercantile Hegemony Retail Holdings brochure under ‘Clothing’. They start with a custom blaster that incorporates a grappling hook launcher (Gecko clamp and bucky-cable, sticks to anything and is very strong). The built-in mechanism extends for 60’, will support a 150kg load which it is able to reel you in against 1G at 1ms-2, or in 0G can pull in a mass of 300kg from rest at a rate of 2ms-2 (Beware of inertia! It is estimated that more have died in 0G through inertia-related incidents than in all combined conflicts to date!) All MH members receive 1 tone dividends of a random resource per month, with a higher reputation standing increasing the amount and rarity of resources gained.
The official Trader subclass allows Free resource storage at Starbases with resources able to be transported or exchanged free of charge. They also receive trading bonuses and with sufficient rank points a fast and heavily shielded Light Cargo Vessel.
MH Resource Gains per Faction Standing
Rating | Level | Resources Gained per Level per Rank (Non-Cumulative) |
Heard Rumours | 1 | 1 Tonne Common |
Helped out | 2 | 1 Tonne Common & Uncommon |
Familiar | 3 | 1 Tonne Common, Uncommon & Rare |
Liked | 4 | 2 Tonnes Common + 1 Tonne Uncommon & Rare + 1 unit stable Exotic |
Acquainted | 5 | 2 Tonnes Common & Uncommon + 1 Tonne Rare + 1 unit stable Exotic |
Fully Trusted | 6 | 2 Tonnes Common, Uncommon & Rare + 2 units stable Exotic |
Black
Grey
Red
Smuggler’s allow Black/Grey/Red market access and enable the installation of a smuggling compartment on your ship (or the one you are based on). The space available is equal to 10% of the ships existing cargo space, and does not count towards the ship’s cargo load. You also have access to a tough yet maneuverable Cargo Scow with 2 turret hardpoints. In the top echelons of the organizations, both the Merchant Prince and Pirate King are equally elusive citizens and encountering either is extremely unlikely and impostors abound.


A Xeno Companion (consult the Xeno Affairs section of your local MH branch to view available creatures that may have signed up) is also available and usually chosen early on as it can be of great benefit to have a co-pilot as well as someone on hand to either fly the ship while you are manning the turret or vice versa. You will also need to buy them weapons and armor and any other accessories that you wish them to use or have access to, and all should start with 6 points in each ability and 12 HP.

Companion | Combat Skills | Attribute variations and defences | Descriptors | Other Skills |
Sylvan | Tele & Cryokinesis | Telepath, Biopath 9 Int 6 Psy | Low HP, 60’ movement, Healer | Navigator, Diplomacy, Survival |
Dwarf | Brawling, (chainsword) Ball (Hand Cannon) | DR & Dred, 12 Str, 3 Agi 9 Con 18 HP | 20’ Movement High Melee damage | Ships Gunner, Ground Vehicle |
Mech | Brawling, HEW (Arm emitter) | DR, 9 Int 9 Con 18 HP | High Ranged damage 50’ movement | Dronicist, Roboticist Ships Systems |
Grey | Ranged EW/HEW, Statikinesis | Force Shield, Cloaking | Low DR, Dred and HP, 50’ movement | Infiltrate, Repair, Stealth |
Insect | Melee, Ball (Barbs etc.) Tox/Chem | Dred and DR | Varied as per type | Choose any 3 |
Reptiod | Brawling, Ball | 12 Con and 24 HP | Varied as per type | Choose any 3 |
Silicoid (Level 10+) | Ranged Tox/Chem single or AOE attacks | 9 Con 18 HP DR & Dred | 10’ Movement, High Ranged damage +AOE | Mineral sense, Pilot, Enrichment, Mining |
Skill Points | 3 in each of the above & 1 MR in one only. | DR; +6/6/6 Dred; +3/3/3 | – | 3 in each, 1 MR |
Immunities, resistances and weaknesses as per species. |