GROUP GUIDELINES Free Trader Guild/
Merchant Guild
SPECIALTIES Guild: Free Traders and merchants drawn together for mutual support and the advancement of their profession.
RANGE OF OPERATION Up to two sectors, typically one sector and inroads to another.
CONNECTIONS Corporate Ties: Ties to one company, will tend to do more business in association with said company, also possibly the distribution of said cargos in limited areas.
PERSONNEL & PAYROLL Personnel

Techs and Support Personnel: 500 to 1000 (Includes security personnel)
Skills: As per standard specialist (2D all, 4D in any three skills)

Ship Crews: Stock

BASE Base: Office, and dock space at two to three standard or better class starports, warehouse space for up to 100,000 metric tons of cargo within a short distance of the ports. Repairs will tend to be handled by spaceport services.
SHIPS Light Freighters: 8 to 20 (various types, but will tend to standardize).
Medium Transports: 5 to 12 (Various Types, but will tend to standardize).
Bulk Transports: 1 to 3.
Picket Ships: 0 to 4 (normally, these would also be transporting goods).
Starfighters: 0 to 2 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: 100,000 at start.
Starting Capital: 500,000 to 1 million.