| GROUP GUIDELINES | Trade Company/ Merchant Cartel |
| SPECIALTIES | Company/Cartel: An organization of free trader and merchant groups, guilds and other legitimate independent operations over a broad expanse of space. |
| RANGE OF OPERATION | Two to three sectors, typically two sectors |
| CONNECTIONS | Corporate Ties: Ties to one company, but over a larger area, also possibly the distribution of said cargos in limited areas.. |
| PERSONNEL & PAYROLL | Personnel Techs and support
personnel: 800 to 2000 (includes security personnel) Ship Crews: Stock |
| BASE | Base: Office, and dock space at three to five standard class or better starports, warehouse space for up to 500,000 metric tons within a short distance of the port. Repairs may be done by a dedicated repair bay, or by starport services. |
| SHIPS | Light Freighters: 12 to 40 (various
types, but will tend to standardize) Medium Transports: 10 to 25 (various types, but will tend to standardize) Bulk Transports: 3 to 7 (will tend to be of the same type) Picket Ships: 6 to 8 (normally, these would also be transporting goods). Small Capital Starships: 1 to 3 (need a good reason - normally, these would also be transporting goods). Medium Combat Starships: 0 to 1 (need a really good reason - normally, these would also be transporting goods). Starfighters: 3 to 6 Squadrons of hyperspace-capable Independent starfighters. 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 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: 150,000 at start. Starting Capital: 750,000 to 1.5 million. |