The reason is that the UFS and UFL can maintain baseline speeds of 24/(24+8 w/battery) and 16(16+4 w/ battery) at Fleet Scale, respectively, since they have no other power demands.
What we're finding in our EY campaign is that warp-refitted raiders (usually WDDs and WCLs) have a very difficult time catching a fleeing freighter, and even when they can do so, it is all power to move until Impulse 1, drop base-line speed down to 16 or 8, fire all weapons, and hope for warp box hits. If there aren't any, it is possible that the warship will never catch up (ie, a Carnivon WDD vs. a UFS). Early ships ("Y-class") tend to have more power, and so this is not as much of a problem for them.
IIRC, in SFB freighters have limits to their acceleration, giving the warships a chance to close before the freighter has a full head of steam, That's not the case in FC. On the other hand, directed targeting fire does help, half the time.
A suggested solution is instead of a UFS and UFL, to have a WF-S and UF-S, for example. The difference would be that that the WF-S has a higher move cost than the UF-S.
Unless of course, fast freighters in the Early Years is the intent, in which case I happily retract the above.
Peter / RFECEO


