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Low End Weapons
These weapons are somewhat non common, but still common enough to see them from time to time.
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150 pilot light check, if fail then only receive half the Payment | ||||||||||||
| Takes up two loads | |||||||||||||
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Medium End Weapons
These weapons are somewhat non common, but still common enough to see them from time to time.
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175 pilot light check, if fail then only receive half the Payment | ||||||||||||
| Takes up two loads | |||||||||||||
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High End Weapons
These weapons are not to be messed with, generally they are rare and extremely dangerous, leaving
only a few daring smugglers to deal with it.
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200 pilot light check, if fail then only receive half the Payment | ||||||||||||
| Takes up two loads | |||||||||||||
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Military Grade Weapons
The New Republic since it's humble beginnings as a rebellion has always relied on smuggling to get their hands on military grade weapons. These weapons are extremely dangerous and are generally not available for civilian use.
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250 pilot light check, if fail then only receive half the Payment and Imperial bounty on your head | ||||||||||||
| Takes up two loads | |||||||||||||
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Slaves
One of the oldest forms of smuggling around, this replaces spice with slaves and penal workers. These can be gathered from any system that is Imperial owned or gangster owned, the New Republic however is ever alert and keeps a close eye on the well beings of the smugglers. Smuggle at your own risk. Got to have the higher sell for bigger Payment. Other wise the Payment was comparable to to medium equipment.
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Takes up four loads | ||||||||||||
| 300 pilot light check, if fail then you only get five thousand credits and the New Republic puts a bounty on your head. | |||||||||||||
| 40% chance the slaves rebel and you gain no Payment, loosing your entire ten thousand cargo investment | |||||||||||||
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Glitterstim
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25% chance of addiction every use in which case user must have a dose every day (real-time) or suffer Blindness: -30% to all actions excepting force use.
3 days in withdrawal followed by 2 days in a Bacta Tank can relieve the condition.
-10% to successfully smuggle per load
200 pilot light check, if fail, then only half the Payment
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Telepathy and Force Strength 50 (+50 for force users) for 6 rounds or 2 days real-time whichever comes first. |
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Ryll
A mineral that generates a type of spice, but not the same variety as glitterstim. It is mined on the planet Ryloth, and is used in a number of medicinal ways. It is also illegally smuggled around the galaxy as a recreational drug. In any form or usage, ryll is highly addictive and very dangerous. Most refined ryll had a blue color.
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-20 XP to Ranged Combat for duration of use.
25% chance of addiction every use in which case the user must have a dose every day (real-time) or suffer -25% to all actions.
3 days in withdrawal followed by 2 days in a Bacta Tank can relieve the condition.
-5% to successfully smuggle per load
100 pilot light check, if fail then only gain half the Payment. |
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+35 XP to Perception and Melee Combat for 6 rounds or 2 days real-time whichever comes first. |
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Andris
This white spice variety is found on the planet Sevarcos. It is much more abundant than the black, Carsunum variety. Andris is used as a flavor enhancer and preservative, although it has been claimed that the spice can induce euphoric feelings. It was discovered that andris which was stored in deep, intense cold had enhanced effects.
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+10 to any damage received for duration of use.
15% chance of addiction every use in which case the user must have a dose every day (real-time) or suffer -25% to all actions.
3 days in withdrawal followed by 2 days in a Bacta Tank can relieve the condition.
50 pilot light perception check, if fail then gain only half the Payment |
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+35 XP to Perception, +15 XP Melee Combat, and +15 XP Ranged Combat for 3 rounds or 2 days real-time whichever comes first. |
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Carsunum
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10-70 damage is inflicted when the effects wear off.
15% chance of addiction every use in which case the user must have a dose every day (real-time) or suffer -25% to all actions.
3 days in withdrawal followed by 2 days in a Bacta Tank can relieve the condition.
-8% to successfully smuggle per load
150 pilot light perception check, if fail then gain only half the Payment |
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+25 XP to all skills for 6 rounds or 2 days whichever comes first. |
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Food
Common food from across the galaxy ready for tranportation!
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100 pilot light check, if fail then only receive half the Payment | ||||||||||||
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Water
The liquid that keeps us alive is ready for shipping.
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100 pilot light check, if fail then only receive half the Payment | ||||||||||||
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Wines
Exotic wines from across the stars.
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150 pilot light check, if fail then only receive half the Payment | ||||||||||||
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Medical Supplies
Someone is always in trouble and medical supplies are needed by just about everyone. From small med kits to the more prized bacta, here it is.
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200 pilot light check, if fail then only receive half the Payment | ||||||||||||
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Legal Arms
Weapons that are legal to sell on the open market.
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| 200 pilot light check, if fail then only receive half the Payment | |||||||||||||
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Rare Goods
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250 pilot light check, if fail, then only half the Payment
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Low Class Passengers
Their looking for a ride and don't care how they get there.
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50 pilot light check, if fail then only gain half the Payment. |
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Uses 1 Troop Slot per Passenger |
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Middle Class Passengers
They've got some credits to spare, so they'll take a nicer trip then they normally would dare
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100 pilot light check, if fail then only gain half the Payment. |
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Uses 1 Troop Slot per Passenger |
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Upper Class Passengers
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200 pilot light check, if fail then only gain half the Payment. |
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Uses 1 Troop Slot per Passenger |
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V.I.P. Passengers
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300 pilot light check, if fail then only gain half the Payment. |
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Uses 1 Troop Slot per Passenger |
