Business Name:  Spacer's Rest

Staff/Proprietor: 

Name

Race

P.S.A.

STR/S TA

DEX/ RS

INT/L OG

PER/L DR

PS

IM

RW

MW

Special Abilities

Skills

Equipment

 

Yazirian

Military

40/50

65/65

50/50

45/45

3

7

33

33

Gliding, Battle Rage 25%, Night Vision

Projectile 5, Gyrojet 2, Martial Arts 3, Rocket Weapons 1

 
RedLightDistrict

Item

Mass

Avail

Cost

Quantity

Projectile weapons skills training and accreditation

-

-

100 per 5 days

 

Martial Arts skills training and accreditation

-

-

100 per 5 days

 

Questions about hauling freight

-

-

100+

 

Customer:

 

 

 

  

Accomodation: N/A

Goods/Services:  FREIGHT HAULING BUSINESSES

Just as people need to be transported from one place to another in the Frontier, many different goods also must be hauled from place to place.  This is the job of the freight ship, and another area where characters can earn some credits (if all goes well ...).
If a ship is operating under a company charter, all of its cargos will be arranged by the parent company. There is a six to 10 day layover between trips, as mentioned above. Independent haulers must "drum up" their own customers, however.

Locating Cargo
Freight haulers can set up offices, the same as passenger liners. When a hauler tries to locate a cargo at a planet or station where he has an office, a load will be offered 2d10 days after the ship arrives. Once a load is contracted, another 1d10 days must pass before the cargo can be loaded onto the ship.

A freight hauler may also find cargos at stations where he has no office. This is done by "

CARGO CHART

Cargo Acquired at Industrial Centers

Price per unit

 
 

Type of Cargo

At Source

At Destination

01-07

 Air Cars

20,000 Cr

45,000 Cr

08-16

Chemicals *

20,000 Cr

40,000 Cr

17-23

Computers *

60,000 Cr

120,000 Cr

24-27

Drones

35,000 Cr

90,000 Cr

28-30

Explorers

40,000 Cr

100,000 Cr

31-38

Farming Equipment

20,000 Cr

40,000 Cr

39-46

Generators

30,000 Cr

80,000 Cr

47-51

Ground Cars

20,000 Cr

40,000 Cr

52-54

Hand Weapons *

80,000 Cr

120,000 Cr

55-59

Hovercraft

30,000 Cr

50,000 Cr

60-64

Jetcopters

30,000 Cr

75,000 Cr

65-70

Lab Equipment

30,000 Cr

75,000 Cr

71-75

Medical Equipment

50,000 Cr

75,000 Cr

76-78

Parabatteries

25,000 Cr

70,000 Cr

79-87

Plastics

15,000 Cr

25,000 Cr

88-92

Robots *

40,000 Cr

100,000 Cr

93-96

Ship Drives *

50,000 Cr

80,000 Cr

97-00

Tools

25,000 Cr

40,000 Cr

 

Cargo Acquired at Resource Centers

Price per unit

* This cargo is "high risk" material; see Risks.

 

Type of Cargo

At Source

At Destination

01-07

Aluminum

50,000 Cr

70,000 Cr

08-11

Copper

15,000 Cr

25,000 Cr

12-13

Diamonds *

400,000 Cr

600,000 Cr

14-15

Emeralds *

300,000 Cr

450,000 Cr

16-18

Gold *

200,000 Cr

300,000 Cr

19-28

Iron

20,000 Cr

25,000 Cr

29-33

Magnesium *

70,000 Cr

100,000 Cr

34-36

Mercury

40,000 Cr

75,000 Cr

37-39

Molybdenum

60,000 Cr

75,000 Cr

40-42

Nickel

40,000 Cr

 55,000 Cr

43-44

Platinum *

80,000 Cr

120,000 Cr

45-46

Plutonium *

100,000 Cr

150,000 Cr

47-54

Quartz Crystals

40,000 Cr

60,000 Cr

55-56

Rubies *

250,000 Cr

400,000 Cr

57-66

Salt

20,000 Cr

30,000 Cr

67-70

Silver *

80,000 Cr

120,000 Cr

71-74

Titanium *

75,000 Cr

100,000 Cr

75-77

Tungsten

50,000 Cr

75,000 Cr

78-80

Uranium *

100,000 Cr

150,000 Cr

81-82

Vanadium

80,000 Cr

100,000 Cr

83-96

Water / Ice

30,000 Cr

40,000 Cr

97-00

Zircon

30,000 Cr

45,000 Cr

beating the docks" (spending time visiting bars, cafes and business offices on a station). If the referee decides the economic conditions are so strong that goods are stacked up awaiting shipment, the hauler will find a cargo in 4d10 days. Another 1d10 days will pass before dock space is available for loading the cargo.

Hauling Under A Charter The economics of freight hauling varies between private and company ships. Charter carriers charge the cost of the cargo to the parent corporation. After delivery, the cargo is sold for the amount listed on the Cargo Charts and profit (selling price minus purchasing price) is calculated. The parent corporation's account at the station where the cargo was sold is credited for 20% of the profit immediately, and the rest goes to the owner (or captain, if the owner is not present) of the ship. The owner must pay his crew and maintain his ship with his share of the profits.

Independent Haulers A private ship must provide some kind of guarantee on cargo before it will be brought aboard. The best guarantee is a large bankroll, that allows the private shipowner to purchase the cargo outright at the point of departure. The shipper then is free to take the cargo wherever he can sell it for a profit.

If the shipowner does not have enough cash to buy the cargo outright, the cargo's owner may demand that cargo guards accompany the merchandise. One guard will be sent for every two units of cargo, but if the cargo is smaller than four units, two guards will be sent anyway. The ship owner must pay their wages. The guards will help the ship's crew repel pirates and fight other dangers, but their primary job is to make sure that the ship and cargo do not "disappear." Cargo guards always will be 5th or 6th level weapon specialists, with demolitions, martial arts and computer skills as well.

If a freighter is running a regular route, there is a chance its owner will be trusted with a cargo. This chance equals 10% x the number of years the ship has run the same route. The shipowner can try this roll once each time a cargo is offered.

When a private shipowner secures a cargo and sells it at the end of a run, all the profit goes directly to the owner, who can use it however he wants. Crew salaries, supplies, fuel and maintenance also must be paid for, of course.

Commodities
The Cargo Chart lists the types of cargo that can be picked up both at industrial and resource centers. If the referee has not decided beforehand what cargos are available, he can choose one randomly by rolling d100.

Cargo Units. One unit of cargo is the amount of cargo that can be carried in one hull size point. For example, a freighter of hull size 8 can carry 8 units of cargo.

Supply and Demand. The prices of cargo, both at the source and the destination, are subject to modification by the referee. Not all types of
cargo should be available at all sources, and supply and demand can raise or lower prices depending on how much of a particular commodity is available on a planet.

Risks
Hauling freight is more dangerous than carrying passengers, because pirates can make a lot of profit by selling stolen cargos. Referees can use the Freighter Hazard Table to determine whether a freighter runs into trouble during a trip. The referee should apply a -10 modifier on the roll if a ship is carrying a high risk cargo.

 

FREIGHTER HAZARD TABLE

Die Roll

Hazard Encountered

01-02

Attacked by pirates in frigate or two assault scouts

03

Crew mutinies unless captain passes Leadership check

04-05

Drive Trouble; engineer needs 1d10 days to repair

06-08

Searched and harassed by local militia at destination

09-00

Safe and uneventful voyage

The Hazard Table is intended as an aid to the referee. As with all tables in these rules, the referee should ignore or modify the table's results to fit the campaign.

 

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