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==Restocking== There are several different way to make a living on the Eastern Fringe, but many of them have something to do with transporting something from one place to another. Instead of tracking how many tons of ore, or how many boxes of produce your ship can carry, NiS uses an abstract system that tracks the amount of profit that you can make from a load. Needless to say: different types of cargo have different profit margins, but usually more profit requires more risk or more work: so it is up to the captain to determine what, and how much, he is going to carry. At the end of the post game phase, you must fill your holds with the cargo of your choice. This determines what you are going to be transporting for the following campaign round, which could effect things like trade or travel events. Each good is measured by how many d6xX credits you can transport in a standard Cargo Bay. (Smuggler Hatches can transport ½ the amount of a cargo bay.) You can chose among the following types of cargo: '''Goods'''<br> Goods come in all shapes and sizes: everything from cheese to electric razors. A cargo bay full of goods makes the gang 2d6x10 credits. '''Contraband'''<br> Contraband is goods that the officials don’t want you, or the people, to have. This could range anywhere from weapons to drugs to xeno technology. In order to carry contraband, you have to send a crewmen to make contact with a dealer. To locate the dealer, search for rare trade with a rarity of 7. If you roll a 2 on the rare trade roll, the authorities raid the meet and the crewman is locked up, missing the next game. However, he catches up with the ship in the following game. Contraband brings in 3d6x10 credits per cargo bay. (1d6x10 + 1d6x5cr for smugglers hatches). '''Raw Ore'''<br> While transporting raw materials doesn’t bring in the profit of good or contraband, it has one major benefit: it is hard to steal. Raw ore brings in 1d6x15 credits per cargo bay. Due to loading and unloading difficulties, smuggler hatches may not be filled with raw ore. Raw ore not be stolen or destroyed for any reason. ''Special''<br> The profit margin on raw ore assumes that the captain bought it off a merchant and is just transporting it. However, if the gang has the proper equipment (a mining rig), and is willing to put in the effort to mine the ore itself, cargo bays make 3d6x10 credits. '''Plunder'''<br> Becuase you didn't have to pay any money to acquire with it, plunder is ''all profit'', so a hold full of loot will make you a bucket of cash. Unfortunately it has to come from somewhere, and the Imperials don't much like it when you take it from good, tithe payin' folk (although they usually don't care much when you've stolen it from back from some no good outlaws). If the Imperial authorities discover plunder, for instance in a customs check, the confiscate the whole load, so you gain no income from it. Also, [some other semi-nasty legal consequence]. Plunder makes 4d6x10 credits per cargo bay (2d6x10 credits per smuggler hatch). [[NiS/index|Back to Index]]
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