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Freelancer

Lore · Powers of the Frontier

Freelancer

Contract day at a frontier port.

Faction dossier

Freelancer

No Flag But Pay

Pilots without a cause and proud of it. The Freelancer flies whatever runs, fixes it with whatever's lying around, and bolts on a gun that does the job well enough. Doctrine — Jack-of-All-Trades: near-baseline performance across every system, slightly undercut on cost. The faction that fits any gap in your line.

History

The Sundering threw millions of trained spacers out of work in a single generation: deserters, discharged crews and survivors of units that no longer existed. They did what trained spacers do. They flew for whoever paid.

The Freelancer companies have no flag, no doctrine and no loyalty beyond the contract. They fly whatever runs, fix it with whatever is lying around, and bolt on whatever gun does the job well enough. Every faction in the Frontier despises them and every faction in the Frontier hires them.

On the Tide

The Tide does not pay. Freelancers fight it anyway, usually on a Frontier Command contract.

“Reliable exactly as long as the money is. Which, in fairness, is longer than most alliances in this war last.”

— Frontier Command assessment, Fleet Admiral Selene Voss

Hull lineage

Freelancer hulls are named with a mercenary's humour: Odd-Job and Patch at the small end, Mercenary carriers and Wildcard dreadnoughts at the top.

Odd-JobFighterPatchCutterDrifterCorvetteVagabondFrigateContractDestroyerHandymanCruiserJourneymanBattlecruiserFreelanceBattleshipMercenaryCarrierWildcardDreadnought

Architecture

Every power builds its bases to the same Frontier Command plan, and every power builds them in its own image.

Command BridgeCommandHeavy TurretDefenceShield GeneratorShieldingWarp GateLogistics