GROUP GUIDELINES Territorial Crime Gang
SPECIALTIES Territorial Gang: Criminal activities limited to a select geographical area. An organization seeking to control a limited number of criminal activities within a finite area.
RANGE OF OPERATION One planetary system or smaller area, often a single major city.
CONNECTIONS Government Relations: +2D or more bonus to bureaucracy and related rolls when dealing with local governments within range of operations, due to corruption, only +1D or 2D on Imperial or New Republic worlds. Unrelated criminals in the area may have the same connections.

Pirate Ties: Possible agreement with local swoop gangs to cut away at the shipping of other criminal or legitimate criminal organizations.

PERSONNEL & PAYROLL Payroll: Hundreds to thousands of directly employed members. Half again as many may be serving in positions of casual labor or part-time supporting roles.

Enforcers: .5 to 5% or more of total payroll.

Ship Crews: Stock

BASE Base: Small base in an out of the way place. No landing areas or repair facilities.
SHIPS If the gang is involved in shipping, then:
Picket Ships: 0-1 (this would also be transporting goods)
Light Freighters: 0-3

If the gang is uninvolved in shipping, then:
Light Freighters: 0-1

Modifications: None

Remember that this is a money-making enterprise, not a military group, so these freighters are not going to be heavily modified and inefficient assault ships, and will more likely be in action transporting instead of fighting. All of these ships are involved in the shipping of the gang at all times, and taking them off of this for an operation will risk your health when profits drop.

FINANCES & INCOME (AFTER NPC SALARIES) Income: 50,000 at start
Starting Capital: 300,000 to 500,000.
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