| GROUP GUIDELINES | Crime Guild |
| SPECIALTIES | Guild: Individuals of the same occupation drawn together for mutual support and the advancement of their profession. One specific criminal area or activity, be it production, acquisition, transportation, money laundering, or other activity involved. Examples would be transporting spice, capturing slaves, producing illegal weaponry, providing services as a fence, etc. |
| RANGE OF OPERATION | Half a sector to to two sectors, typically one sector and inroads to another, or a wider or more spread out range if the activity is sufficiently horrendous, such as capturing slaves. Stick around in one place too much for something like that, and you'll never be able to pay off the law enforcement. |
| CONNECTIONS | Government Relations: +2D or more bonus
to bureaucracy and related rolls when dealing with sector and independent planetary
governments within range of operations, due to corruption, only +1D or 2D on Imperial or
New Republic worlds. Unrelated criminals and their activities in the area will have no
bonus or penalty, however, criminals who are not a part of the guild who are trying to
chip off a portion of the guild's specialization in the area will have a +2D bonus to the
difficulty of bureacracy and related rolls. Pirate Ties: Agreement with pirates to cut away at the shipping of other criminal or legitimate criminal organizations. |
| PERSONNEL & PAYROLL | Payroll: 6,000 to 20,000 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: Permanent base, which includes landing areas, repair bay, warehouse units, and living quarters. |
| SHIPS | If the guild is involved in shipping, then: Picket Ships: Maximum two ships (normally, these would also be transporting goods). Starfighters: Maximum two flights. Medium Transports: Maximum one ship. Light Freighters: Maximum five ships. If the
guild 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. A minimum of three fourths of these ships are involved in the shipping of the guild 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: 100,000 at start. Starting Capital: 500,000 to 1 million. |
| NOTES |