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The Gullwind - Tramp Freighter

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The Crew - The Gullwind - Droids - Equipment & Cargo - Finances
Spacer's Information Manual - Ship Security -
Free Trader/Smuggler Info - Home


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Action IV Bulk Freighter
Craft:
Modified Corellian Action IV Transport
Type: Modified medium bulk freighter
Scale: Capital
Length: 110 meters (originally 100 meters)
Skill: Space transports: Action IV transport
Crew: 10, skeleton: 4/+10
Crew Skill: Space transports 3D, shields 2D+2; Varies widely
Passengers: None
Cargo Capacity:
70,000 metric tons (originally 75,000 metric tons)
Consumables: 3 months
Cost: 750,000 approximate final cost (945,000 new for modification purposes; 345,000 used stock value)
Hyperdrive Multiplier: x3
Hyperdrive Backup: No
Nav Computer:
No (uses droid or starport computations)
Maneuverability:
0D
Space:
2
Atmosphere: 225/650 kmh
Hull:
3D (originally 2D)
Shields: 1D (originally None)
Sensors:

Passive: 20/0D (originally 15/0D)
Scan: 30/1D (originally 20/1D)
Search: 40/1D (originally 30/1D+2)
Focus: 1/1D (originally None)

Weapons:

2 Heavy Laser Cannons
Model: Arakyd Tomral Heavy Laser Cannon
Type: Heavy laser cannon
Fire Arc: Turret
Scale: Starfighter
Skill: Starship gunnery
Cost: 3,000 credits
Weight: 4 metric tons
Availability: 2, R
Space Range: 1-3/12/25
Atmosphere Range: 100-300/1.2/2.5 km
Fire Control: 2D
Damage: 5D

Capsule: The Gullwind is a heavily-modified Action IV transport. It has had a 50% increase in hull armor, a previously nonexistent shield system and an improved sensor system. The hull and shield increases has resulted in a cargo space reduction. The installed laser cannons are mounted as turrets -- one below the front command section (controlled from the bridge) and one above the engine section (controlled from the aft section).

Note: This is the stock Action IV from SW Adventure Journal August 1994. It has different stats from the Action IV listed in Pirates & Privateers. Per the SWI Senior GM it is to be considered an extensive modification rather than a different class of ship.

 

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>>DATA.SEARCH/PROG41003
>>FILEPATH 9406/06P//SHP.GDB//SC
>>FILEFORM..D.PAD/DOWNLOAD
>>SOURCEFILE: SMUGGLER'S LOG
>>READING..

SMUGGLER'S LOG

>>A WORD FROM PLATT OKEEFE

Most free-traders these days ply the space lanes in their heavily modified light freighters. The Corellian YT-1300 is the most common and well-known model, although the reliable Ghtroc light freighter is also popular. Some traders have been able to go into big business with bulk freighters. While these vessels are more costly to procure and operate, the payoffs for legitimate cargo-haulers is immense. Which means the payoffs for smuggling using bulk freighters are incredible.

These days, what with the Action V and VI Transports out, the older Action IV models are fairly affordable to smugglers (unless you've managed to make it really big already, and I seriously doubt that). The Action IV Transport isn't bad -- it's the same basic plan as the others, just an older model. And it still has as much durability as anything coming out of Corellian Engineering shipyards these days. Remember, this is the same company that created the YT-1300 that's been modified since time began (or so it seems).

>>BULK FREIGHTERS/TEXTFILE/COMMENCE..

Engineer's Tour

A walking tour through a bulk freighter is pretty short. The forward section is the command deck, and contains areas for crew and many ship's systems. Boarding ramps and hatches are located on the port and starboard sides of this deck, and lead into a crew lounge and galley. The bridge is located at the front of the command deck, and has stations for the captain, first officer or navigator, and sensors, communications and shield operators. Two escape pods can be entered through the crew lounge. Bunks in four rather functional cabins accommodate the captain and crew.

Most of the ship's electronics systems are located on the command deck, including shield generators, life support and computers.

Above this deck is the forward cargo bay. Cargo is loaded into this bay through the blast doors that connect it to the upper level of the main cargo bay. In some freighters, a ladder from the crew lounge to the forward cargo bay allows personnel access. Another ladder near the forward cargo bay blast door lets the crew reach the topside access conduit. The conduit houses wires and pipes connecting the systems aft with those fore, and feeds power from the main generators into the rest of the ship. It also allows personnel access to the engineering bays if the main cargo hold is packed full or depressurized.

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Topside Access Conduit

The main cargo bay has two levels connected by large cargo lifts in the forward corners. Blast doors also connect it to the command deck and the engineering bays. Cargo is loaded on retractable ramps for the two immense hatches port and starboard.

The engineering bays allow maintenance crews access to the hyperdrives, ion drives, power generators and other large systems in the freighter's aft section. Fuel is also stored in these areas, along with spare parts. Sometimes corners of the engineering bays are made into makeshift quarters for reclusive technicians.

Bulk Smuggling

Using bulk freighters for smuggling is a bit more challenging than using light freighters, but there are inherent advantages and disadvantages to any illegal activity, big or small.

The light freighters suffer a few drawbacks. The small cargo hold is easily and thoroughly searched. You're limited to about 100 to 150 metric tons of cargo. And Imperial Customs officials suspect any free-trader in a light freighter of smuggling -- the reputation comes with the ship. Which is one reason bulk freighters can be a better bet for smuggling, if you can get your hands on one.

Bulk freighter captains don't have the reputation as vagabonds and rogues that tramp freighter captains do. Slap a legitimate-looking corporate logo on your uniform and customs inspectors assume you're a legitimate cargo hauler for some big company. They assume any smuggling you're doing is of the small variety -- bringing in undeclared luxury items for your wife, or imported liquor for your husband -- something that might cost you a week's pay if the "company" found out. Even independent bulk freighter captains are known to contract out to larger trade companies. The bottom line is that bulk freighters have much cleaner reputations than tramp freighters among customs personnel, and that can save you a lot of hassle at the starport. Remember, appearances are everything.

One of the benefits of smuggling with a bulk freighter is the sheer volume of contraband you can carry. Granted, you won't always fill your hold with 70,000 metric tons of illegal goods (and I don't advise it, either), but you can at least do some legitimate cargo hauling as a front for your less savory and more profitable activities.

Since a bulk freighter's cargo hold is quite a bit more voluminous than your average light freighter, it's easier for you to hide contraband. Smugglers using bulk freighters should always be hauling some kind of legitimate cargo. I know some smugglers who haul around the same cargo of spare repulsorlift parts, but use the other 1,500 metric tons for illegal cargoes.

A customs inspection team often examines a few random samples of cargo, and rarely looks at anything that's hard to reach in the cargo bay. If you pack your goods correctly in the cargo bay, you'll put the legitimate cargo up front, and hide all the illegal stuff in the corners, behind cargo that's heavy, bulky and hard to move. It's also a good idea to temporarily disable your binary cargo load lifter droid before a customs inspection. Imperial customs officers sometimes ask that cargo be moved around for inspection -- it's a lot tougher if the cargo lifter droid is malfunctioning off in the corner because one of its lifter arms "fell off" last week.

Unfortunately, this ploy does little good at starports requiring all cargo to pass through customs checkpoints after it's unloaded. However, the sheer volume of cargo passing through checkpoints is often enough to bore customs inspectors. Sometimes they accidentally overlook contraband or even approve the entire shipment just to get it through the checkpoint quickly.

Bulk Problems

Smuggling with bulk freighters presents several problems. The ships are awfully expensive, and require many credits and lots of work to maintain. You need a crew of 10 to run the ship effectively, but I've seen some run with as few as four smugglers, all of whom work constantly to keep the vessel in working condition. Docking and maintenance fees are also greater for bulk freighters than for light freighters.

Unless modified, bulk freighters like the Action IV Transport present the perfect targets for pirates, and are no match for Imperial forces. They're slow, not heavily protected, and maneuver like a drunken rycrit.

Modifications

While the basic Corellian Action IV Transport is pretty reliable, it doesn't have all the options smugglers rely on today, like weapons, increased shielding and extra hull plating.

Unlike modifying light freighters, making additional changes to bulk freighters is difficult and costly. You can't simply tinker with the hyperdrive, you need to graft in replacement units and upgrade your power output. Shields and an armored hull cost more, too, since there's more ship to protect.

Weapon mounts aren't as much of a problem. Most modified bulk freighters have turret guns below the bridge and topside above the engineering section, although turbolasers can sometimes drain power needed for hyperdrives, shields and sublight drives if they're kept fully charged at all times. Other customized weapons systems (like concussion missile launchers) are rarely seen.

Modifying the cargo space in a bulk freighter is possible, but tricky. Some freighters have compartmentalized forward cargo bays, with staterooms for carrying passengers. It's too risky to convert the main cargo bay into passenger space, unless the entire area is compartmentalized with pressurized seals. Hull breach of the main cargo bay is a common occurrence in most combat conditions.

I've heard rumors of some pirates and even the Rebels turning a bulk freighter's main cargo bay into a fighter hangar for snub fighters and X-wings, but that would take a lot of specialized work at a starport repair facility. Besides, when you've figured out the maintenance space and power requirements, you couldn't fit more than two or three X-wings into the cargo bays anyway. It's also difficult to explain an entire landing bay inside your ship to the curious Imperial Customs officials.

Life on a Bulk Freighter

One of my first spacefaring jobs was as a technician aboard a bulk freighter. Most of the bulk freighter's crew, except the captain and first officer, is working for passage. I needed to get from Wroona to Romar, so I signed on the first bulk freighter heading in my direction. Sure, I eventually got to Romar -- two months and four bulk freighters later.

The busiest times are when a bulk freighter makes port. The crew is busy loading or unloading cargo, trying to keep an inventory of which cargo goes where and who's paying for it, and trying to program or repair the ship's malfunctioning binary load lifter. The first officer usually gets  stuck with administrative duties related to cargo transfers. The captain worries about starport logistics -- paying for docking fees, maintenance, registrations and such -- and commands the ship. Even the engineering crew is kept busy buying new parts and repairing those hardworking ion engines and hyperdrives.

During the actual journey, shipboard life is pretty quiet. The engineers are still patching the vessel's systems together with SoroSuub chew and bits of wire. The crew rotates watches on the bridge to monitor the nav sensors and diagnostics board. Sometimes they recheck inventory in the cargo hold, or separate cargo for future stops.

All in all, it's not a bad life. It doesn't pay much (unless you're the captain or first officer, who get a meager salary or a percentage of cargo profits). Most crew members work for passage (which includes a berth and a few meals). Most corporately owned ships have paid crews dressed in nifty uniforms, but the pay isn't great, and you're contracted to stay with the ship for a designated time, usually a year or two.

At least until you get your own ship (or run your own bulk freighter), it's a great way to see the galaxy.

>>BULK FREIGHTERS/ENDFILE

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GULLWIND INTERIOR

Hatches.  The outer hatches are protected by security locks, deactivated by the code "Windfriend" typed into a keypad in a covered, recessed panel next to each hatch.  Alarms will sound throughout the ship if an unauthorized entry is attempted. Crew entry hatches are at the starboard and port sides of the front crew section. Large cargo hatches are located on the starboard and port sides of the main cargo bay.  

Airlocks. There are four airlocks.  One on each of the two forward crew entry hatches.  The third is located between the aft engineering section and the main cargo bay. The fourth lies between the main cargo bay and the crew section.  The main cargo bay is pressure sealed but the main cargo hatches do NOT have airlocks. When the main cargo bay is decompressed, crew can travel from the front crew section to the aft engineering section via a tunnel located along the top of the ship (OOC: it looks like the carrying handle on an automatic rifle).

FORWARD CREW SECTION

Lounge.
 The lounge is outfitted casually, imitation wood panelling and thick carpet soften the decor of the chamber.  The light can be adjusted from dim to bright.  A large viewport provides an inspiring view of the outside and there are six plush chairs spread around the holo-gaming table.  Another large dining table comfortably seats up to eight people. There is a storage locker containing five of the ship's space suits.  A smaller cabinet along the same wall contains several bottles of fine Corellian liquor.

The aft wall of the lounge contains the airlock leading to the main cargo bay.  Smaller viewports line either side of the airlock's blast door, allowing viewing of the cargo bay interior.

The lounge is the heart of the ship.  The bridge entrance is located at the front of the lounge area, directly opposite from the main cargo bay airlock.  Shallow step/ramps lead down to the crew section exit hatches when landing (there is a deck underneath the lounge/bridge level described below).  Ladders lead directly up from the lounge/bridge are to an upper/forward pressurized cargo bay and to the boom tunnel that connects to the aft engineering section.

Refresher.  AKA "Head".  This tiny, watertight closet contains a sonic shower, a toilet and a small sink.  There is one refresher/head for each of the four cabins (1 Captain's, 1 XO's, two crew quarters).

Captain's Cabin.  Half of the cabin is an office with an inventory work station (computer) on the desk. Records of every cargo the Gullwind has ever carried, as well as her ports of call, is detailed here in the ship's log.  Papers and datapads containing cheap holonovels cover the desk and chair.  The room is a mess.  A mound of loose flimsiplast papers on top of the desk covers a loaded blaster pistol.  Two extra power clips are in a drawer.  The riot gun and its ammo are on the floor beneath the desk.  

The rest of the cabin is rather posh -- for a freighter.  Imitation wood paneling covers the walls, and the deck is carpeted. A large bed and a wardrobe take up one corner. Three chairs and a small table allow the captain to hold private meetings here. The wardrobe contains only clothing.

XO's Cabin.  An empty version of the Captain's Cabin.  Unmade bed and empty wardrobe. Recently cleaned.

2 Crew Cabins. Each has four unmade beds and four empty wardrobes making up the furnishings. Recently cleaned.

Bridge. Pilot's and co-pilot's chairs. Two other crew chairs. Astrogation plotting station (no NavComputer though), subspace radio controls and forward laser cannon turret controls. A storage locker in the rear of the bridge next to the door contains five of the ship's spacesuits, five blaster pistols w/ 2 powerpacks each.

Forward/Upper Cargo Bay.  This bay is also pressurized but separately from the main cargo bay.  Can be accessed via ladders from the front crew section or the two cargo elevators in the main cargo bay..

Living Area.  This is actually the first thing visitors will see upon entering the ship.  The deck below the bridge and crew lounge is a living area containing a galley (w/autochef), exercise room, whirlpool/spa, sauna, and a locked pantry for crew and passengers to purchase tax-free liquor and tobacco.  This level also contains the exit ramp.  Connects to the crew lounge level by shallow ramp-like stairs.

Passage Boom.  Essentially a corridor linking the forward crew section to the aft engineering section, especially when the main cargo bay is depressurized.  The rear laser cannon turret gunnery station is very close to the aft end of this boom corridor.  The corridor is quite roomy, allowing for full movement. (Some crew members might use it for a jogging path.)  Accessed by the forward cargo elevators or by ladders at each end.

ENGINEERING SECTION

One of the laser cannon turret gunnery stations is located in the aft engineering section, near the end of the connecting boom.

Engineering also contains the main power relay station, life support system, engineering monitors, storage locker and a foundry/tool shop.

Storage Locker.  Storage area for 5 space suits (currently empty of suits). 12 breathmasks, 4 blaster pistols, 2 blaster rifles, 12 rechargeable stun grenades (blaster stun, not flash-bangs), 12 frag grenades, 12 smoke grenades, 100 blaster powercells.

Foundry/Tool Shop.  This area is greasy. An entire metals shop, plus an electronics laboratory can be found amidst the clutter and grime. A compartmented bench along one wall has many drawers, fastened shut but not locked. These drawers contain two droid repair kits, two computer repair kits and the starship repair kit. Fastened to the bench itself is a plasma welder and electromagnetic vice. The room also contains a laser lathe (for cutting and drilling) and plasma forge for melting and molding metals.

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