# Tenders and Bulk Freighters

*Openframe Ship Catalog, Modular Hulls of the Antaean League for Void Drifters. Source: https://exodusnds.com/sourcebooks/openframe/tenders-and-bulk-freighters*

A tender takes the job to the ship; a bulk freighter takes the ship to the job. Both are mostly slots.

##### Model 50 Industrial Vessel
*An Asymmetric Utility Hull mission tender in two versions, v1.0 and v1.1.*

<img class="framed" src="https://exodusnds.com/assets/sourcebook/openframe/openframe-model-50-plate.jpg">

The Model 50 is a mission tender: a workshop, a lab or a clinic on a spine, taken to wherever the job is. The mission section is the point of the ship, and it swaps between voyages.

<img class="framed" src="https://exodusnds.com/assets/sourcebook/openframe/openframe-model-50-family.jpg">

<div class="ship-block ship-openframe">

### Model 50 v1.0 <span class="ship-class">Industrial Vessel</span>
<div class="ship-id"><span>Antaean Openframe Consortium · Model 50 family</span><b>Scale 5</b></div>

| Role | Price | Acquisition |
|:--|:--|:--|
| Field workshop, survey, disaster clinic | 1,515,000cr | Licensed |

| Speed | Cruise | Handling | Sensors |
|:-:|:-:|:-:|:-:|
| 2 | 2 | −1 | Standard |

| Armor | Deflection F/A | Hull Points | System Points |
|:-:|:-:|:-:|:-:|
| 1 | 0 / 0 | 32 | 24 |

| Power | Heat Threshold | Heat Dissipation | Module Slots (open) |
|:-:|:-:|:-:|:-:|
| 11 | 12 | 3 | 16 (7) |

| Crew | Passengers | Cargo Units | Consumables |
|:-:|:-:|:-:|:-:|
| 10 / 24 | 24 | 200 | 4 months |

<div class="ship-sect">Typical Loadout</div>

| Weapon | Range | Hull | Sys | Crit | Heat | Pwr |
|:--|:-:|:-:|:-:|:-:|:-:|:-:|
| Point-Defense Laser ×2<span class="q">Light · Turret · Point Defense 1, Accurate 1, Cooldown</span> | Short | 2 | — | 5 | 2 | 1 |

**Rated** Slipstream · No atmosphere · No landing

**AI Core** Civilian Directive AI

**Mounts** 2 Light · 2 points

**Modules** Workshop, Expanded Fabrication Shop (2), Repair Drone Bay, Towing Rig, Utility Drone Bay, Medical Bay, Science Lab, Passenger Berths · 7 open

**Builder** Openframe signature benefits and weak drawbacks; Integrated Architecture (Chapter 4). Creative stowage 210 Cargo Units.

**Trait** ***Mission Section:*** One mission section (the Workshop, the Science Lab, or the Medical Bay) is active at a time. Checks made with the active section add 1 Boon Die. Changing the active section at an authorized yard takes half the normal time and needs no Craft check.

</div>

<div class="ship-block ship-openframe">

### Model 50 v1.1 <span class="ship-class">Industrial Vessel</span>
<div class="ship-id"><span>Antaean Openframe Consortium · Model 50 family</span><b>Scale 5</b></div>

| Role | Price | Acquisition |
|:--|:--|:--|
| Field workshop, survey, disaster clinic | 1,632,000cr | Licensed |

| Speed | Cruise | Handling | Sensors |
|:-:|:-:|:-:|:-:|
| 2 | 2 | −1 | Standard |

| Armor | Deflection F/A | Hull Points | System Points |
|:-:|:-:|:-:|:-:|
| 1 | 0 / 0 | 32 | 24 |

| Power | Heat Threshold | Heat Dissipation | Module Slots (open) |
|:-:|:-:|:-:|:-:|
| 12 | 12 | 3 | 18 (9) |

| Crew | Passengers | Cargo Units | Consumables |
|:-:|:-:|:-:|:-:|
| 10 / 24 | 24 | 200 | 4 months |

<div class="ship-sect">Typical Loadout</div>

| Weapon | Range | Hull | Sys | Crit | Heat | Pwr |
|:--|:-:|:-:|:-:|:-:|:-:|:-:|
| Point-Defense Laser ×2<span class="q">Light · Turret · Point Defense 1, Accurate 1, Cooldown</span> | Short | 2 | — | 5 | 2 | 1 |

**Rated** Slipstream · No atmosphere · No landing

**AI Core** Civilian Directive AI

**Mounts** 2 Light · 2 points

**Modules** Workshop, Expanded Fabrication Shop (2), Repair Drone Bay, Towing Rig, Utility Drone Bay, Medical Bay, Science Lab, Passenger Berths · 9 open

**Builder** Openframe signature benefits and weak drawbacks; Integrated Architecture (Chapter 4). Creative stowage 210 Cargo Units.

**Trait** ***Mission Section:*** One mission section (the Workshop, the Science Lab, or the Medical Bay) is active at a time. Checks made with the active section add 1 Boon Die. Changing the active section at an authorized yard takes half the normal time and needs no Craft check.

</div>

**Version notes.** **Model 50 v1.1.** One more mission container on the spine, a cyan-paneled lab, and a power housing beside the engines twice the size. Two more Module Slots, both Licensed, and one more Power Capacity.

**Common Variants.** Field workshop, Survey tender, Disaster clinic, Salvage tender, Colony fit-out ship.

**Version Table**

| Version | Change | Price | Licensed slots, fee a year | Upgrade from previous |
|:--|:--|--:|:-:|--:|
| Model 50 v1.0 | First version | 1,515,000cr | None | — |
| Model 50 v1.1 | +2 Module Slots, +1 Power Capacity | 1,632,000cr | 2, 13,100cr | 14 points, 157,500cr |

##### Model 60 Modular Bulk Freighter
*A Modular Spineframe bulk freighter in three versions: v1.0, v1.1 and v1.2.*

<img class="framed" src="https://exodusnds.com/assets/sourcebook/openframe/openframe-model-60-plate.jpg">

The Model 60 looks like someone attached a city to a spine and aimed it at the next system. It changes shape between voyages. It is the most commercially capable ship in the line and the least combat-capable capital hull.

<img class="framed" src="https://exodusnds.com/assets/sourcebook/openframe/vd-of-115-cargo-rack-swap.jpg" alt="Model 60: swapping a rack" loading="lazy">

<div class="ship-block ship-wide ship-openframe">

### Model 60 v1.0 <span class="ship-class">Modular Bulk Freighter</span>
<div class="ship-id"><span>Antaean Openframe Consortium · Model 60 family</span><b>Scale 6</b></div>

| Role | Price | Acquisition |
|:--|:--|:--|
| Bulk freighter, colony transport, fleet tender | 6,200,000cr | Licensed |

| Speed | Cruise | Handling | Sensors | Armor | Deflection F/A | Hull Points | System Points |
|:-:|:-:|:-:|:-:|:-:|:-:|:-:|:-:|
| 2 | 1 | −3 | Standard | 2 | 0 / 0 | 78 | 50 |

| Power | Heat Threshold | Heat Dissipation | Module Slots (open) | Crew | Passengers | Cargo Units | Consumables |
|:-:|:-:|:-:|:-:|:-:|:-:|:-:|:-:|
| 12 | 14 | 4 | 18 (8) | 25 / 80 | 240 | 960 | 8 months |

<div class="ship-sect">Typical Loadout</div>

| Weapon | Range | Hull | Sys | Crit | Heat | Pwr |
|:--|:-:|:-:|:-:|:-:|:-:|:-:|
| Flak Cannon<span class="q">Standard · Turret · Point Defense 2, Anti-Fighter, Scatter, Limited Ammo 24</span> | Short | 4 | — | 5 | 1 | 1 |
| Point-Defense Laser ×2<span class="q">Light · Turret · Point Defense 1, Accurate 1, Cooldown</span> | Short | 2 | — | 5 | 2 | 1 |

<div class="ship-cols">

**Rated** Slipstream · No atmosphere · No landing

**AI Core** Civilian Directive AI

**Mounts** 4 Light · 1 Standard · 6 points · 2 Light empty

**Modules** Expanded Cargo Hold (2), Expanded Cargo Hold (2), External Cargo Frame, Workshop, Trade Office, Passenger Berths, Shuttle Bay (2) · 8 open

**Hangar** Shuttle Bay: 2 craft of Scale 3 or smaller

**Builder** Openframe signature benefits and weak drawbacks; Integrated Architecture (Chapter 4). Creative stowage 970 Cargo Units.

**Trait** ***Modular Superstructure:*** The Model 60 may exchange one legal commercial module during normal port service without a Craft check if a compatible replacement and suitable facilities are available.

</div>

</div>

<div class="ship-block ship-wide ship-openframe">

### Model 60 v1.1 <span class="ship-class">Modular Bulk Freighter</span>
<div class="ship-id"><span>Antaean Openframe Consortium · Model 60 family</span><b>Scale 6</b></div>

| Role | Price | Acquisition |
|:--|:--|:--|
| Bulk freighter, colony transport, fleet tender | 6,478,000cr | Licensed |

| Speed | Cruise | Handling | Sensors | Armor | Deflection F/A | Hull Points | System Points |
|:-:|:-:|:-:|:-:|:-:|:-:|:-:|:-:|
| 2 | 1 | −3 | Standard | 2 | 0 / 0 | 78 | 50 |

| Power | Heat Threshold | Heat Dissipation | Module Slots (open) | Crew | Passengers | Cargo Units | Consumables |
|:-:|:-:|:-:|:-:|:-:|:-:|:-:|:-:|
| 12 | 14 | 4 | 20 (10) | 25 / 80 | 240 | 1,040 | 8 months |

<div class="ship-sect">Typical Loadout</div>

| Weapon | Range | Hull | Sys | Crit | Heat | Pwr |
|:--|:-:|:-:|:-:|:-:|:-:|:-:|
| Flak Cannon<span class="q">Standard · Turret · Point Defense 2, Anti-Fighter, Scatter, Limited Ammo 24</span> | Short | 4 | — | 5 | 1 | 1 |
| Point-Defense Laser ×2<span class="q">Light · Turret · Point Defense 1, Accurate 1, Cooldown</span> | Short | 2 | — | 5 | 2 | 1 |

<div class="ship-cols">

**Rated** Slipstream · No atmosphere · No landing

**AI Core** Civilian Directive AI

**Mounts** 4 Light · 1 Standard · 6 points · 2 Light empty

**Modules** Expanded Cargo Hold (2), Expanded Cargo Hold (2), External Cargo Frame, Workshop, Trade Office, Passenger Berths, Shuttle Bay (2) · 10 open

**Hangar** Shuttle Bay: 2 craft of Scale 3 or smaller

**Builder** Openframe signature benefits and weak drawbacks; Integrated Architecture (Chapter 4). Creative stowage 1,050 Cargo Units.

**Trait** ***Modular Superstructure:*** The Model 60 may exchange one legal commercial module during normal port service without a Craft check if a compatible replacement and suitable facilities are available.

</div>

</div>

<div class="ship-block ship-wide ship-openframe">

### Model 60 v1.2 <span class="ship-class">Modular Bulk Freighter</span>
<div class="ship-id"><span>Antaean Openframe Consortium · Model 60 family</span><b>Scale 6</b></div>

| Role | Price | Acquisition |
|:--|:--|:--|
| Bulk freighter, colony transport, fleet tender | 7,032,000cr | Licensed |

| Speed | Cruise | Handling | Sensors | Armor | Deflection F/A | Hull Points | System Points |
|:-:|:-:|:-:|:-:|:-:|:-:|:-:|:-:|
| 2 | 1 | −3 | Standard | 2 | 0 / 0 | 84 | 50 |

| Power | Heat Threshold | Heat Dissipation | Module Slots (open) | Crew | Passengers | Cargo Units | Consumables |
|:-:|:-:|:-:|:-:|:-:|:-:|:-:|:-:|
| 13 | 14 | 4 | 22 (12) | 25 / 80 | 240 | 1,040 | 8 months |

<div class="ship-sect">Typical Loadout</div>

| Weapon | Range | Hull | Sys | Crit | Heat | Pwr |
|:--|:-:|:-:|:-:|:-:|:-:|:-:|
| Flak Cannon<span class="q">Standard · Turret · Point Defense 2, Anti-Fighter, Scatter, Limited Ammo 24</span> | Short | 4 | — | 5 | 1 | 1 |
| Point-Defense Laser ×2<span class="q">Light · Turret · Point Defense 1, Accurate 1, Cooldown</span> | Short | 2 | — | 5 | 2 | 1 |

<div class="ship-cols">

**Rated** Slipstream · No atmosphere · No landing

**AI Core** Civilian Directive AI

**Mounts** 4 Light · 1 Standard · 6 points · 2 Light empty

**Modules** Expanded Cargo Hold (2), Expanded Cargo Hold (2), External Cargo Frame, Workshop, Trade Office, Passenger Berths, Shuttle Bay (2) · 12 open

**Hangar** Shuttle Bay: 2 craft of Scale 3 or smaller

**Builder** Openframe signature benefits and weak drawbacks; Integrated Architecture (Chapter 4). Creative stowage 1,050 Cargo Units.

**Trait** ***Modular Superstructure:*** The Model 60 may exchange one legal commercial module during normal port service without a Craft check if a compatible replacement and suitable facilities are available. ***Reinforced Spine:*** While the ship's Hull Damage is at or above half its Hull Points, the Armor and Combat Durability drawback (Chapter 4) adds its Bane Die to Pilot checks only, not to Craft checks.

</div>

</div>

**Version notes.** **Model 60 v1.0.** The hull the Vehicles Manual prints as the Model 60. **v1.1.** Two more Module Slots and 80 more Cargo, with two more pods on the habitation branch. **v1.2.** A Hull block, a point of Power Capacity, two more Module Slots, a doubled section of spine amidships and a flat radiator panel. Four Licensed slots now.

**Common Variants.** Bulk freighter, Colony transport, Mobile trade center, Fleet tender, Relief ship, Station-support vessel, Mobile shipyard platform.

**Version Table**

| Version | Change | Price | Licensed slots, fee a year | Upgrade from previous |
|:--|:--|--:|:-:|--:|
| Model 60 v1.0 | Published first version | 6,200,000cr | None | — |
| Model 60 v1.1 | +2 Module Slots, +80 Cargo | 6,478,000cr | 2, 51,800cr | 10 points, 375,000cr |
| Model 60 v1.2 | +1 Hull block, +1 Power Capacity, +2 Module Slots | 7,032,000cr | 4, 112,500cr | 20 points, 750,000cr |

<img class="framed" src="https://exodusnds.com/assets/sourcebook/openframe/openframe-model-60-family.jpg">

<img class="framed" src="https://exodusnds.com/assets/sourcebook/openframe/openframe-module-swap.jpg">

##### At the Table: Swapping a Module

A module swap is the Openframe ship doing its job. Use it when a crew changes what the ship carries or does.

**At an authorized yard.** A clean commercial module installs or removes in half the normal time with no check. The yard needs the module, the slot and a gantry. The cost is the module price and the yard's fee.

**Salvaged or illegal.** A salvaged, incompatible or illegal module needs a Craft check, with the integration modifier for its builder (Chapter 11); the Mission Modules benefit removes 1 Bane Die <span class="dice sm bane d6"></span> from it. A non-licensed module in a Licensed slot is a Hard Craft check.

**Licensed slots.** A module in a Licensed slot works only while the license is current. A lapsed license shuts the module down at the end of the round the audit finds it.

**Mismatched manifests.** A module that does not match the ship's manifest raises Authority Heat at the next port. Updating the manifest at a yard is routine and costs a day.

<img class="framed" src="https://exodusnds.com/assets/sourcebook/openframe/vd-of-116-back-lot-module.jpg" alt="Back-lot module fit" loading="lazy">
