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Cargo and Contraband
Cargo
2d6 | Cargo Available | Payment |
6 or less | No Cargo available | None |
7-8 | Bulk Cargo | 200 credits/System |
9-10 | Sealed Cargo | 400 credits/System |
11-12 | Important Cargo | 700 credits/System |
13+ | Priority Cargo | 1,100 credits/System |
Modifiers to Availability Die Roll
Crew's Charisma (+)
Metropolitan System (+2)
Settled System (-2)
Wilderness System (-4)
Roll 2d6 to determine the Destination System. Re-roll if you roll your current System. Cargo must travel directly to the Destination System at the end of the Day, or the payment is not received.
Contraband
2d6 | Contraband Available | Purchase Price | Payment | Wanteds |
3 or less | No Contraband available | None | None | None |
4-6 | Weapons for Sale | 200 credits | 2d6 x 100 credits | 1 |
7-9 | Illegal Technology for Sale | 800 credits | 2d6 x 400 credits | 1 |
10-12 | Smuggling — Weapons | None | 1,500 credits/System | 1 |
13-14 | Smuggling — Stolen Data | None | 2,000 credits/System | 2 |
15-16 | Smuggling — Kessel Spice | None | 2,500 credits/System | 3 |
17+ | Passage — Imperial Fugitive | None | 3,000 credits/System | 4 |
Modifiers to Availability Die Roll
Crew's Charisma (+)
Metropolitan System (+2)
Crime System (+2)
Wilderness System (–4)
Kessel Run Notoriety (+0 to +2)
Roll 2d6 to determine the Destination System for Smuggling and Passage Contraband (Purchased Contraband may be sold anywhere). Re-roll if you roll your current System.
Smuggling and Passage Contraband must travel directly to the Destination System at the end of the Day, or the Payment is not received. Also, place Wanted counters on the Origin and Destination Systems equal to the Contraband's Wanteds.
Non-Payment Table |
Event | Penalty for not paying |
Cargo Purchase | Cargo may not be purchased |
Contraband Purchase | Contraband may not be purchased |
Crew Member Daily Wages | Crew Member leaves your employ and is removed for the remainder of the scenario. If you cannot pay the Crew Member while stuck out in space, the Crew Member will continue to perform as normal until a System is reached. You may not choose to withhold pay from a Crew Member while stuck out in space if you have the credits. |
Detained Fine | Treat as Arrested, game over |
Encounters | Detailed in Encounter rules |
Ship Component Damage | Component remains Damaged or Really Damaged. If the Component is required for the game to continue (Sublight, Hyperdrive, etc.) then the game is over. |
Spaceport Fee | Must leave System at the end of the Day. Place 3 Wanteds in System. If System cannot be vacated for any reason (ship damage, Encounter, etc.), then the game is over. |
Star Wars and all related characters and events are registered trademarks of Lucasfilm LTD and West End Games. Used here with permission.
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© Copyright 1996 by Alderac Entertainment Group
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