Star Wars: Simplified Trade Rules and Ship Fees/Expenses:

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

I really want to give props to the guys who put together the Starship Repair Rules and the Opperational Costs fan supplements. Obviously plenty of people here are fans of Galaxy Guide 6: Tramp Freighters for the old WEG game, and it's no wonder why. Some of us playing on the Outer Rim want to capture that Firefly feel to their game.

However, for my group those rules are a little too involved, and I also wanted something to generate "jobs" taking advantage of the narrative dice's properties. So I've compiled a (work in progress) set of rules for players who want to earn a bit of extra cash on the side while going from planet to planet. Note, this is intended as something to be done in conjunction with whatever it is they're already doing campaign wise, so the profits to be made shouldn't be more than 1000-3000 or so on average, with operational costs taking away a fair chunk (though it shouldn't ever cost more than the job is worth)

Feel free to test it out and let me know if any adjustments should be made for balance. :)

(Updated)

Star Wars: Simplified Trade Rules and Ship Fees/Expenses:

Building the Dice Pool

Base difficulty is based on Port Class: The first thing a captain needs to take into account is the port they’re in. The larger it is, the more resources it has, the more traffic passes through, the more opportunities it has.

Imperial Class Star Port

Easy

Stellar Class Star Port

Average

Standard Class Star Port

Hard

Limited Services Port

Daunting

Landing Field

Formidable

Modifying Factors: Significant Imperial or Gangster Presence upgrades a Difficulty die to Challenge die.

Reputation : The combined Obligation of a group will either lend towards a group’s respectability or notoriety. This can make finding work easier or more difficult, depending on the circumstances.

Below 20

+1 Difficulty to find work in Gangster Controlled Ports (plus 1 bonus Advantage applied)

40 to 20

No Effect

Above 40

+1 Difficulty to find work on Imperial/Stellar Class Ports, -1 Difficulty to find work in Gangster Controlled Ports (plus 1 bonus Threat applied)

Above 80

+2 Difficulty to find work on Imperial/Stellar Class Ports, -2 Difficulty to find work in Gangster Controlled Ports (plus 2 bonus Threats applied)


Local Reputation : If the location is one the player has successfully taken jobs from before, reduce a challenge die, if present. If they failed in their previous job, upgrade a challenge die instead.

Freelance Destination : These rules assume the players already have a destination in mind and are looking for cargo/passengers heading to the same place. If they are open to going anywhere, reduce difficulty by 1, and use the total Success/Advantage/Threat to determine distance (total = number of squares away on FFG map, GM chooses location)

Pounding the Pourstone: The skills one would use to try and find a job depends on the circumstances. Most of the time it’s an agreed upon location filled with likeminded people, at a warehouse, a spaceport, or a cantina, for example. Most of the time people are all business, and Negotiation is the way to go… but one can instead rely on their charm or their less than legal experience to make the deal, albeit it with a penalty.

Negotiation –No Effect

Streetwise/Underworld – Upgrade Challenge Die

Charm – Increase Difficulty by 1

Dice Pool Results (hidden roll)

Cargo Run

Passenger

Failure

No jobs available

No jobs available

Success

Normal job: 9 credits per ton

(+1 per success) 2d10x10 tons/encumbrance

Passenger willing to pay 40 credits per day of travel, +10 credits per success.

Advantage

5% bonus per Advantage for fast delivery (requires fast hyperdrive)

Additional Passenger for every 2 Advantage, each raises offer by 50% base

Threat

-Goods are Illegal in target system. Hazard pay offered (10% per Threat)

-Chance of inspection at destination or before takeoff: (10% per Threat)

-Penalty for slow delivery (10% per Threat per day delayed)

-Additional Passenger for every 2 Threat, each passenger raises offer by 50%

-Passenger is wanted in target or current system. Hazard pay offered if this is revealed (10% per Threat)

-Chance of being inspected at destination or before takeoff: (10% per Threat)

Triumph

Major score: 19 credits per ton

(+1 per success) 2d10x10 tons/encumbrance

Rich and Desperate: Offers double the normal rate (see Success)

Despair

-Like Threat, except ship WILL be intercepted by Empire, Bounty Hunter, Gangster, etc…

-Or some kind of malfunction will happen on route, causing significant delay.

Same as Triumph, except ship WILL be intercepted by Empire, Bounty Hunter, Gangster, or other.


If the players aren’t picky, GM chooses whether they find a cargo or passenger job. If you’re looking to give them some variety to choose from, roll a few times (maybe one or two of each)

Trade Run Jobs: Failure with Advantages/Triumphs could get a lead on cargo job at another nearby city. Provide boost die if they go there and recheck. Threat/Despair could attract unwanted attention.

Passenger Jobs: Note: Everyday folk who can afford to go off-world don’t book light freighters for travel, they travel to a major spaceport and book passage on a cruiser. Therefore passengers will ALWAYS have some kind of story tied to them, though not necessarily be trouble.

Failure with Advantages/Triumphs could get a lead on passengers at another nearby city. Provide boost die if they go there and recheck. Threat/Despair could attract unwanted attention.

Passenger Reasons for Travel:

Courier: Carrying something of importance that cannot be trusted via normal channels. Could be an encrypted message, a prototype device, schematics, etc…

Has a Past: Even if they’re not currently wanted by the law or various gangs, they simply might not want to risk being noticed by the wrong people in the wrong place

Avoiding Imperial Entanglements: Has Rebel sympathies best left undiscussed

Mundane Costs:

Starport

Docking Fee

Maintenance and Restocking

Hyperspace Fuel

Repairs

(per day)

(per person/day)

(per day in hyperspace)

(per hull point)

Imperial Class

150c

5c

15c

400c

Stellar Class

100c

10c

20c

450c

Standard Class

50c

15c

25c

500c

Limited Services

25c

20c

30c

750c

Landing Field

15c

30c

40c

n/a


Docking Fees: Covers landing permission, storage, security, base customs fees, etc

Maintenance and Restocking: Covers basic maintenance, consumables, and power. Ship is assumed to have enough sublight power to last the same as its consumables.

Hyperspace Fuel: Not the same as sublight power. Calculated per day in hyperspace. 1 square on FFG map = 1 day using a Class 2 hyperdrive

Repairs: Repairing physical structural damage to the ship. Calculated per Hull Trauma point.

Edited by mossfoot

Just in case you haven't seen my take on this, it's linked below. But, I believe you will put it in the "little too involved" category. :)

https://docs.google.com/viewer?a=v&pid=sites&srcid=ZGVmYXVsdGRvbWFpbnxzdHVybnNzdHVmZnxneDo0YzM3MDdlODUwZWQ4Njc3

It grates me that I never finished my last document in my "Vehicle Ops" series. It was to cover consolidating and simplifying RAW's trading system with modifiers for trade routes and world markets. It never got past the notes and rough draft stage, but it has some similarities to what you've done above. Genesys creations have taken up my time, I still hope someday to return to it. Permission to delve into some of your ideas above if I return to it someday?

3 hours ago, whafrog said:

I would think fuel would be x Silhouette.

Also, it's been done 🙂 Check "Operational Costs" in the compiled resources thread:

https://community.fantasyflightgames.com/topic/85616-compiled-resources-list/

I mentioned Operational Costs right at the start ;) It's good work.

Thing is, the minutia there is prety thick, and not to everyone's taste. My goal was to keep things simple.

6 minutes ago, mossfoot said:

I mentioned Operational Costs right at the start ;) It's good work.

lol, I'm blind after staring all day at a screen...

2 hours ago, Sturn said:

Just in case you haven't seen my take on this, it's linked below. But, I believe you will put it in the "little too involved" category. :)

https://docs.google.com/viewer?a=v&pid=sites&srcid=ZGVmYXVsdGRvbWFpbnxzdHVybnNzdHVmZnxneDo0YzM3MDdlODUwZWQ4Njc3

It grates me that I never finished my last document in my "Vehicle Ops" series. It was to cover consolidating and simplifying RAW's trading system with modifiers for trade routes and world markets. It never got past the notes and rough draft stage, but it has some similarities to what you've done above. Genesys creations have taken up my time, I still hope someday to return to it. Permission to delve into some of your ideas above if I return to it someday?

Personally, if I was a player, I'd LOVE to get into the nuts and bolts of this sort of stuff.

But as a GM, I know my players have a certain threshold for paperwork ;) This chart is meant for those who want to feel that their actions have consequences and need to be concerned about their ship and accounts, but not bogged down in it :) I'm just hoping this will come in handy for others who find themselves in similar situations. It shouldn't be an "all or nothing" approach.

17 hours ago, Sturn said:

Just in case you haven't seen my take on this, it's linked below. But, I believe you will put it in the "little too involved" category. :)

https://docs.google.com/viewer?a=v&pid=sites&srcid=ZGVmYXVsdGRvbWFpbnxzdHVybnNzdHVmZnxneDo0YzM3MDdlODUwZWQ4Njc3

It grates me that I never finished my last document in my "Vehicle Ops" series. It was to cover consolidating and simplifying RAW's trading system with modifiers for trade routes and world markets. It never got past the notes and rough draft stage, but it has some similarities to what you've done above. Genesys creations have taken up my time, I still hope someday to return to it. Permission to delve into some of your ideas above if I return to it someday?

I for one have (and continue to) support Sturn's stuff. We've been using it for quite a while now.

It seems like it's got lots of fiddly bits, but it's surprisingly easy to use after you actually get to it.