| 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: 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. |
| NOTES |