GROUP GUIDELINES Smuggler Coalition
SPECIALTIES Smuggler Coalition: An organization of smuggler gangs, guilds and other independent operations (often legitmate fronts) over a broad expanse of space.
RANGE OF OPERATION Two to three sectors, typically two sectors
CONNECTIONS Criminal Ties: Ties to one or possibly two criminal organizations for transport of illegal cargos, also possibly the distribution of said cargos in limited areas.
PERSONNEL & PAYROLL Personnel

Techs and Support Personnel: 50 to 750 (this includes security personel).
Skills: As per standard specialists (2D all, 4D in any three skills).

Ship Crews: Stock

BASE Base: Semi-Permanent base, which includes landing areas, repair bay, warehouse units, and living quarters. This base can be moved, but takes several days to several weeks.
SHIPS Light Freighters: 10 to 30 (no starting modifications, varied types).
Medium Transports: 3 to 6 (no starting modifications, varied types).
Bulk Freighters: 2 to 4 (no starting modifications).
Picket Ships: 3 to 5 (normally, these would also be transporting goods).
Small-sized Capital Ships: 2 to 3 (normally, these would also be transporting goods).
Medium Combat Starships: 0 to 1 (need a pretty good reason - normally, these would also be transporting goods).
Starfighters: 2 to 4 squadrons of hyperspace-capable Independent starfighters.

Modifications: Leader's light freighter only (see below).

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 cartel at all times, and taking them off of this for an operation will risk your health when profits drop.

FINANCES & INCOME (AFTER NPC SALARIES PAID) Income: 100,000 at start.
Starting Capital: 500,000 to 1 million.
Leader's Personal Ship: 30% worth of modifications or 30,000 credits for equipment.

Notes (Smuggler Groups)

It is possible that these groups may have more or less equipment, possibly even defensive weaponry, or shielding units. Try to be varied in what you ask for, and be original, placing your base in places not normally used, such as asteroid bases, orbital habitats, or ancient hyper-bouys will make your group more fun to play, but also more fun to be part of. Also the more original you are the more likely you will recieve what you ask for.