The most holds in the game! That makes this ship useful for more then
just intersector transporting of goods. When used to trade it will be the
turn rate that hurts it. However when used with Sell-Steal-Transport it
has the ability to make the big money. Again the high turn rate and the
high cost of this ship hurt it. No player can afford to leave it at risk
and a large number of turns must be used to keep it as safe as you can
make it. It's poor combat odds and fighter/shield limits make this one
of the two weakest ships in the game! No help from scanners here! Depending
on range this ship can be useful for running colonists.
CargoTran:
This ship is the smallest of the "Cargo Haulers" with only 125 holds. It's poor fighters/shield limits mean it's at risk when moving. Scanners at least can be bought for it. However with the base cost of the Mule being only a few thousand credits more it is limited to being a poor man's Mule and a poor choice for those who know the value of a credit.