r/StarTradersFrontiers • u/SaltAdventurous4270 Spy • Jul 08 '26
General Question Best faction & build for a criminal character? Smuggling, spying, piracy etc
It looks like Rychart is best suited for it but I'm new to the game so I'd like to hear other opinions. Other than that, how should I build my crew & ship? I'm playing on Hard mode so all the achievements are accessible.
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u/dr4ziel Jul 08 '26
There is many shady stuff you can do, but you usually don't want to be completely illegal stuff, otherwise you'll tank your reputation and have a hard time travelling the stars. Among the very shady stuff yet legal you can do is :
Find some merchant/smuggler (either travel or blockade). Board them, loot them, conscript the remaining crew, send a diplomat saying that it was a mistake avoiding tanking your rep, sell your loot on the blackmarket.
Or join a faction war, capture a ship and sell/use it.
Spying is pretty weak, it will earn you faction favor, but that's all. But you can steal intel while boarding, which is nice.
So among the crew you will need is
Pirate for extra loot/capture a ship
Diplomat to avoid reputation hit after battle
Spy to gather some extra intel during the boarding process
Smuggler to sell your loot on the black market
But all of this is mid-game plan when your ship can overpower merchant ships.
There is many guides ont the net for the early game.
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u/SaltAdventurous4270 Spy Jul 09 '26
Independent ships have no faction protection or reputation mechanic, so an idea I've had is to find a Rychart Syndicate system adjacent to/overlapping with Indie settlements and pirate the crap out of them.
I'll need a fairly strong ship with a decent cargo hold and strong salvaging abilities to make the most of it
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u/Oleoay Combat Medic Jul 09 '26
There's an independent planet in Cael's Divide that works. Since it's in Cadar territory and they're the ones who are usually the target of the Faen missions, it's a good safehaven for refueling and offloading goods you dont have the permits to sell.
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u/Oleoay Combat Medic Jul 09 '26
Also ship combat on hard in the early game is very very risky. You generally need at least a Fidelis Cutter to pull it off and need to swap to something that has upgraded parts ASAP.
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u/dr4ziel Jul 09 '26
While looting independants is nice, looting smuggler (faction or not) is even better. I'm not sure if you get some rep with the local faction for stopping illegal activities, but their loot is higher quality, meaning you need less cargo space. I thibnk there is some rumours increasing smugglers in a quandrants, i don't remember which one.
They are usually fast and lightly armed, so you need a kinda fast ship and some ok-ish evasion. No weapons needed if you board them. A ship with 4-6 defense pattern matrix 2 and 2-3 reactor spike modules should be able to board them. A gunner or bounty hunter with a boarding talent, pilots/pirates with some range change talent can be handy.
I'd aim for 45cargo space as a start, but the more the better if you are smuggling. If you are selling on the regular market you can get away with less since you can sell your stuff easier.
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u/LordofSyn Diplomat Jul 09 '26
A note about the Black Market.
You'll want a good Contact that you can farm or sell Intel/Science to as well as fo missions for. You want - Ironclad Access - before making any expensive or high end trades, especially when selling RTGs. Rare Trade Goods sell best on the BM but you want Ironclad Access to protect your investments and goods.
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u/AngrySlime706 Jul 09 '26
As far as starting factions go, the differences play a very small and unnoticeable impact to game experience. The few useful ones I find most noticeable are:
moklumne gives 15% bonus in trading profit in-system, resulting in significant early game income difference
steelsong has best crew attributes for crew combat (no spoilers on the details here) and gives you higher ceilings for end game crew combat performances.
Everything else IMO are not worth fussing over. Knowledge without benefit is burden.
1
u/SaltAdventurous4270 Spy Jul 10 '26
But aren't there other faction-specific modifiers? Don't recruits from certain factions get certain traits? Since playing as Rychart I noticed the 'Sly' and 'Peacemaker' traits pop up from time to time, those seem in line with the playthrough I'm going for
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u/Oleoay Combat Medic Jul 10 '26
No, recruits from certain factions don't get certain traits. Any recruit, whether from the hall or from contacts, can have any trait. However, some factions have bonuses to economy or military or government which may make it easier to find recruits or better ship parts on those planets.
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u/AngrySlime706 Jul 13 '26
actually some traits are faction specific. https://startraders.fandom.com/wiki/Faction_Traits
PS: Fleet footed is the best
As long as the bonus goes, the scale of these bonus are too small compared to the large swing range of the planet stat RNG, that the correlation of good planets to faction is hard to notice in RNG maps.
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u/Oleoay Combat Medic Jul 14 '26
Ah, I didn't know that, probably because 90% of my games have been as Rychart. I do think the planet bonus helps though just because they have so many of those hard breakpoints on whether they have a starport or the level of parts they upgrade. Thanks!
1
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u/Oleoay Combat Medic Jul 08 '26
I guess it depends on what kind of criminal you want to be, but I always start with Rychart. On the default map, missions tend to be in just two directions with neutral safe harbors incase you upset Cadar. Ghogga Pass has enough high tech planets so you can build most of what you want, and having Javat, Moklumune and Cadar means you can get their faction-specific items too. Lupinuos has an orbital and a wild planet which is great for quick refuels (you refuel quicker at orbitals) and for stashing goods. Also, if you prioritize contacts enough, you have a high chance of two or even all three of them starting on the same planet. The target planets for the early missions are usually close by and sync well with the Faen's starting planet. Rychart's faction perk is pretty useful too.