Rules for smuggling runs

By Madeiner, in Star Wars: Edge of the Empire RPG

Hey :D

I'm curious to know if any FFG manuals addresses any economic concerns about smuggling runs.

I'm currently reviewing ships to offer a selection of them for my players to buy, but i'm not sure about the effective importance of cargo space.

I'd be really interested in a manual depicting the dangers and expected profits from a smuggling run.

Currently, i'm thinking of "winging" it, providing the opportunity for the players to perform one smuggling run of their choice inbetween adventures, choosing among the routes they discovered.

I'd give a basic difficulty for "not getting caught" and i'd provide expected costs for fuel (astrogation reduces) and expected profit per unit of cargo devoted to smuggling (modified by negotation) (so the ship they use actually matters)

For example:

Long arm of the hutt has provided my players with the ability to smuggle Ryll, after they recovered the mining operation and negotiated with Duke Piddock. They wanted to take advantage of that, and i'd like something better than "narrating" they get X credits out of that.

So i'm thinking of something like this:

PCs now know a new route: Ryloth -> Geonosis

The systems are close by and in the outer rim -- let's say difficulty 2 to not get caught by difficulties (empire, hutts, whatever else) (which skill?)

As the systems are really close by, i'd go with something like 1.000 Cr for fuel, plus anything they need to spend on landing fees (let's say another 1k per route, but they might want to negotiate better terms if they plan to stay). This can be reduced by Astrogation, where each success is -10% and each advantage is -5% (same for failure/threats)

Smuggling Ryll - Looking at it from a "gamist" perspective, i'd say this is a basic, low-risk route and so should have low payout, especially because it's the first route the PCs found. Let's say they can get an average profit of 60 cr per unit of encumbrance delivered, modified by negotiations. Starter freighters have around 140-160 cargo space. If you bring 130 encumbrance worth of Ryll to Geonosis, you are looking at 7800 Cr of income, minus average operating costs of 2000 Cr, that's a net profit of around 6000 Cr before negotiations and fuel saving. A good crew might get 10.000 Cr net profit out of that.

As a once-per-adventure affair, that looks interesting to me, and also allows players to choose the right ship for them, balancing combat prowess with cargo space.
Over time, the PCs might build a list of possible trade/smuggling routes, with each of them having different difficulties, time required, profits, etc for them to choose each time they want to attempt one.

Of course, this is all homebrew and eye-balled. It would be great if any manuals exists (even non-FFG) that can provide more interesting things to have for smuggling runs.

Edited by Madeiner

I am not too good with judging rules but I really like this. We have yet to see how they handle smuggling in new expansion-book Fly Casual. I just remember a little from the Saga edition days with the Scum & Villainy book which had smuggling rules as well. I can't recall the rules fr actual smuggling and fees but I know it had some estimated price for wares of various kinds (spices, weapons, metals, art, etc.) which may be kind of helpful.

You mean like this:

SWE12-book-left.png

Naw, never heard of it. . . .

Pretty sure he meant this:

Platts_Smugglers_Guide.jpg

I'll try and find those manuals that you posted :D
(well, and fly casual when i get to buy it here, might be months...)

I don't recall a "quick smuggling" part to Fly Casual, and I like where you're going with that part, OP. I have thought about what my players do in their downtime, and sometimes I need to open the story in another location than where we left off, so it makes sense they ferried cargo en route. A quick couple rolls to add/subtract credits would be useful. I don't see this technique replacing the story so much as adding a little flavor. Sure, I could dedicate a session to a smuggling run, but adding routine to the character's daily lives makes the fantastic more...well, fantastic.

Hmm... perhaps there is an idea for a Quick & Dirty blog.

The smuggling rules in Fly Casual are more focused on fully role playing it out. I will have to think on this.

Hey :D

I'm curious to know if any FFG manuals addresses any economic concerns about smuggling runs.

I'm currently reviewing ships to offer a selection of them for my players to buy, but i'm not sure about the effective importance of cargo space.

I'd be really interested in a manual depicting the dangers and expected profits from a smuggling run.

Currently, i'm thinking of "winging" it, providing the opportunity for the players to perform one smuggling run of their choice inbetween adventures, choosing among the routes they discovered.

I'd give a basic difficulty for "not getting caught" and i'd provide expected costs for fuel (astrogation reduces) and expected profit per unit of cargo devoted to smuggling (modified by negotation) (so the ship they use actually matters)

For example:

Long arm of the hutt has provided my players with the ability to smuggle Ryll, after they recovered the mining operation and negotiated with Duke Piddock. They wanted to take advantage of that, and i'd like something better than "narrating" they get X credits out of that.

So i'm thinking of something like this:

PCs now know a new route: Ryloth -> Geonosis

The systems are close by and in the outer rim -- let's say difficulty 2 to not get caught by difficulties (empire, hutts, whatever else) (which skill?)

As the systems are really close by, i'd go with something like 1.000 Cr for fuel, plus anything they need to spend on landing fees (let's say another 1k per route, but they might want to negotiate better terms if they plan to stay). This can be reduced by Astrogation, where each success is -10% and each advantage is -5% (same for failure/threats)

Smuggling Ryll - Looking at it from a "gamist" perspective, i'd say this is a basic, low-risk route and so should have low payout, especially because it's the first route the PCs found. Let's say they can get an average profit of 60 cr per unit of encumbrance delivered, modified by negotiations. Starter freighters have around 140-160 cargo space. If you bring 130 encumbrance worth of Ryll to Geonosis, you are looking at 7800 Cr of income, minus average operating costs of 2000 Cr, that's a net profit of around 6000 Cr before negotiations and fuel saving. A good crew might get 10.000 Cr net profit out of that.

As a once-per-adventure affair, that looks interesting to me, and also allows players to choose the right ship for them, balancing combat prowess with cargo space.

Over time, the PCs might build a list of possible trade/smuggling routes, with each of them having different difficulties, time required, profits, etc for them to choose each time they want to attempt one.

Of course, this is all homebrew and eye-balled. It would be great if any manuals exists (even non-FFG) that can provide more interesting things to have for smuggling runs.

Smuggling doesn't have to mean physical 'stuff'. People looking for the players help in changing their IDs and getting to a new system and new life is a kind of smuggling that can involve multiple PCS and multiple skill sets. Information can be smuggled, I've heard a rumor of blueprints to important Imperial facilities being smuggled in R2 units.....