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Star Wars Trade Route Economics Tool: User’s Guide

Table of Contents:

 Introduction
 Cell Colors
 Operational Costs
 Cargo Market
 Passenger Terminal
 Planet Data
 Example Walkthrough
 Notes

Introduction:
Welcome to the Star Wars Trade Route Economics Tool! This Excel Workbook is a tool meant to
be used by Players and Game Masters (GMs) for the Star Wars Fantasy Flight Games (FFG) Edge of the
Empire (EotE) Roleplaying Game (RPG). The rules can be adapted to other games with some alterations,
but the basic concepts are all there for planning and running a space-based commerce game. Most of
the rules and concepts have been adapted from past work from official Star Wars games such as West
End Games (WEG), Wizards of the Coast (WotC), and Fantasy Flight Games (FFG), but this tool was
mostly created with guidance from the Edge of the Empire Core Rulebook (EotE CRB). Other rules have
come from other fan-made material, specifically Operational Costs (version 1) and Speculative Trading
(version 1.0), which were also created based on past official Star Wars game material. Those works can
be found here on the Compiled Resource List thread of the fantasy flight games forums:
https://community.fantasyflightgames.com/topic/85616-compiled-resources-list/

This tool is broken down into four sheets that can be used individually or in conjunction with
each other to determine the costs and profits made while traveling around the Star Wars galaxy. The
sheets are in order of appearance: Operational Costs, Cargo Market, Passenger Terminal, and Planet
Data. The following sections detail the information on each sheet and there is an example walkthrough
at the end of the User Guide. If you have questions, find any errors, or have any suggestions /
recommendations, please email me at roborybs@gmail.com with 'Trade Route Economics' somewhere
in the subject of your email. I hope you enjoy using this tool in your future Star Wars adventures. May
the Force be with you.

Cell Colors:
WHITE = User Input – These cells are meant for users to enter information into the excel sheet.
GREY = Field Title – These cells are the titles of fields and charts that explain what adjacent cells are for.
BROWN = Planet Information – These cells are dropdown menus to select planets and planet data.
Yellow = Calculated Values – These cells use formulas to calculate values for important information.
Red = Expenditure Values – These cells show total cost for actions taken on the specific page.
Green = Profit Values – These cells show total profit for actions taken on the specific page.

*Other colors are used in certain charts for formatting purposes only
Protected Mode Password: starwars

WARNING: Unlocking the pages from protected mode and changing the values in protected cells may
disrupt the values for formulas in additional cells.

Operational Costs:
Purpose: The purpose of this tab is to consolidate all of the information required for traveling from one
planet to another and calculating the overall cost of such a trip.

Primary Charts:

 Trip Information – In this chart the user will provide the following information:
o Origin Planet – The user can select from a dropdown list that coincides with the
available planets listed in the Planet Data sheet or the user can manually type in a
planet value into this cell. After the Planet has been entered in, the rest of the tabs will
auto-populate with the same Planet Name as displayed here on this first tabs.
o Destination Planet - The user can select from a dropdown list that coincides with the
available planets listed in the Planet Data sheet or the user can manually type in a
planet value into this cell. After the Planet has been entered in, the rest of the tabs will
auto-populate with the same Planet Name as displayed here on this first tabs.
o Ship Silhouette – The user enters their ship’s Silhouette.
o Cargo Capacity – The user enters their ship’s Cargo Capacity.
o Hyperdrive Class – The user enters the class of Hyperdrive being used by the ship.
o Passengers + Crew – The user enters the total number of Passengers and Crew that will
be on board for the duration of the trip (NOT the maximum number of Passengers and
Crew).
o Number of Takeoffs / Landings – The user enters the number of times that the ship
takes off from or lands on a planetary body. Landing in the hangar of a large ship or
space station does not burn the same amount of fuel and should not be included in this
value.
o Number of Hyperspace Jumps – The user enters the number of times the ship was
required to enter hyperspace. This includes each jump for a multi-jump hyperspace trip
in the case that any skill checks fail or the pilot intentionally exits and re-enters
hyperspace.
o Hours of Combat Flight Time – The user enters the number of hours that the ship is in
combat during the trip.
o Days in Port – The user enters the number of days that the ship intends to spend at its
destination. Alternatively, the user can enter days in port for the origin planet and
calculate that cost prior to entering in the additional trip information or leave this field
blank to calculate the Docking Fee separately from the other travel costs.
o Hull Trauma Sustained – The user enters the number of Hull Trauma sustained during
the trip that is required to be repaired during the ship’s visit at the Destination Planet.
o Estimated Days of Travel – The user enters the number of days of travel that trip is
estimated to take if the ship were using a Class x1 Hyperdrive. This value should be
determined by the GM or other sources. A good online tool to use to determine this
value is the Astrogation Computer that can be found here:
http://d6holocron.com/astrogation/index.php
o Astrogation Check Difficulty – The difficulty of this check can be determined by
referencing the Astrogation Check Information chart in the Secondary Charts as well as
the Planet Data or can be determined by the GM or other sources. The user will then
enter the values for how many of each dice are to be used under the Purple (Difficulty),
Red (Challenge), Black (Setback), Green (Ability), Yellow (Proficiency), and Blue (Boost)
dice symbols according to their skill level, skill modifiers, and difficulty determined for
the check.
o Astrogation Check Results – The user enters the net number of Success, Advantage,
Triumph, Failure, Threat, and Despair under each symbol for the Astrogation Check after
it is rolled.
o Skill Check Travel Time Adjustment – The user enters the percentage that the travel
time will be adjusted. This amount should be negative if the time is to be reduced and
positive if it is to be increased (i.e. reduce by 25% should be -25.00 or increase by 15%
should be 15.00). The amount should be determined by the user and GM after reading
the results of the previous Astrogation Check.
o Percent of Cargo Hold Filled – The user enters the percentage of space in the ship’s
cargo hold that is filled with cargo (i.e. 75% would be entered as 75.00). This should
include both cargo purchased at the market + personal cargo that the crew is carrying
on board the ship.
o Days of Travel (Pre-Skill Check) – This cell is auto-populated with the base number of
days required for the trip.
o Days of Travel (Actual) – This cell is auto-populated with the calculated number of days
required for the trip after factoring in the time adjustment from the Astrogation Check.
o Fuel Cell Capacity – This value is determined by a function of the ship’s Silhouette size
and can be found in the Ship Information Secondary Chart below the Primary Charts.

 Planet Information – In this chart the specific information related to the planets involved is
selected by the user using dropdown menus to determine the planets’ characteristics. For this
chart, only the Destination Planet Information is required. This information can be found in the
Planet Data table or can be determined by the GM. After the Population, Spaceport Class,
Region, and Government have been selected, the rest of the chart will auto-populate with the
appropriate values.

 Trip Expenses – In this chart the specific fees are calculated for Docking, Fuel, Consumables, and
Repairs. The Total Cost of the trip is calculated and displayed in the Red cell in the bottom right
corner of the Primary Charts.

Secondary Charts:

 Ship Information – This chart shows the Fuel Cell Capacities for ships of various Silhouette sizes.
These values can be changed by changing from Protected to Unprotected View.

 Astrogation Check Information – This chart can be used to determine the difficulty of an
Astrogation check between two systems. Determine the Base Difficulty based on the
Destination Planet’s Region or by the Astrogation Check value in the Planet Data sheet.
Determine the first skill check modifier based on the routes between the Origin Planet and
Destination Planet. Determine the second skill check modifier based on the difference between
the Region of the Origin Planet and the Region of the Destination Planet (i.e. Core Worlds to
Outer Rim is 5 Regions Away).

 Population – This chart contains the Population values for the Planet Information table.

 Spaceport Class – This chart contains the Spaceport Class values for the Planet Information
table.

 Region – This chart contains the Region values for the Planet Information table.

 Government – This chart contains the Government values for the Planet Information table.

Cargo Market:
Purpose: The purpose of this tab is to determine the buying and selling costs of cargo to be transported
during the trip, if applicable.

Primary Charts:

 Market Information - In this chart the user will provide the following information:
o Cargo Class / Type – The user enters the Cargo Class / Type for the cargo being
transported. If more than one type of cargo is being transported, all of the information
will have to be entered in separately for each type of cargo and the calculated values
should be recorded in a separate document to keep track of the price for each cargo at
the Origin Planet and Destination Planet.
o Price Per Unit – The user enters the price per unit for the cargo selected.
o Encumbrance – The user enters the encumbrance for the cargo selected.
o Rarity – The user enters the rarity for the cargo selected.
o Major Export on Origin Planet? – The GM/Players can use the information on the Planet
Data tab to determine if the item is an Export/Import or not.
o Major Import on Origin Planet? – The GM/Players can use the information on the Planet
Data tab to determine if the item is an Export/Import or not.
o Major Import on Destination Planet? – The GM/Players can use the information on the
Planet Data tab to determine if the item is an Export/Import or not.
o Major Export on Destination Planet? – The GM/Players can use the information on the
Planet Data tab to determine if the item is an Export/Import or not.
o Cargo Percentage – The user enters the percent of the ship’s cargo hold that is filled
with the specified cargo. This number is determined by the Vendor and Negotiation
Checks after the cargo has been purchased.
o Units of Cargo – The box calculates the number of units that the user will be purchasing
for transport based on the Cargo Percentage.
o Total Encumbrance – This value is calculated by multiplying the Encumbrance and the
Units of Cargo.
o Base Cargo Value – This value is calculated by multiplying the Price Per Unit by the Units
of Cargo.
o Vendor Check Difficulty - The difficulty of this check can be determined by referencing
the Vendor Check Difficulty chart in the Secondary Charts or can be determined by the
GM or other sources. The Check Modifier for the Planet’s Population and Spaceport
Class can be applied to this check as well if the GM deems it appropriate. The user will
then enter the values for how many of each dice are to be used under the Purple
(Difficulty), Red (Challenge), Black (Setback), Green (Ability), Yellow (Proficiency), and
Blue (Boost) dice symbols according to their skill level, skill modifiers, and difficulty
determined for the check. This must be determined for both the purchase price on the
Origin Planet and the sale price on the Destination Planet.
o Vendor Check Results - The user enters the net number of Success, Advantage, Triumph,
Failure, Threat, and Despair under each symbol for the Vendor Check after it is rolled.
This must be determined for both the purchase price on the Origin Planet and the sale
price on the Destination Planet. This check determines the amount of cargo that can be
found of a specific type on the day the check is made.
o Days in Market – The user enters the number of days in the market that it takes to
acquire the desired amount of cargo for the trip. Each Vendor Check requires 1 day.
o Negotiation Check Difficulty - The difficulty of this check must be determined by the GM
or other sources and should be opposed by the selling vendors Negotiation skill. The
Check Modifier for the Planet’s Government type can be applied here if the GM deems
it appropriate. The user will then enter the values for how many of each dice are to be
used under the Purple (Difficulty), Red (Challenge), Black (Setback), Green (Ability),
Yellow (Proficiency), and Blue (Boost) dice symbols according to their skill level, skill
modifiers, and difficulty determined for the check. This must be determined for both
the purchase price on the Origin Planet and the sale price on the Destination Planet.
o Negotiation Check Results - The user enters the net number of Success, Advantage,
Triumph, Failure, Threat, and Despair under each symbol for the Vendor Check after it is
rolled. This must be determined for both the purchase price on the Origin Planet and
the sale price on the Destination Planet. This check determines the price that the
specific cargo is to be purchased or sold at.
o Cost Adjustment – The user enters the Cost Adjustment as a positive or negative
percentage based on the interpretation of the results from the Negotiation Check. This
should be determined by the player and GM.

 Planet Information - In this chart the specific information related to the planets involved is
selected by the user using dropdown menus to determine the planets’ characteristics. For this
chart, the Origin Planet and Destination Planet Information is required. This information can be
found in the Planet Data table or can be determined by the GM. After the Population,
Spaceport Class, Region, and Government have been selected, the rest of the chart will auto-
populate with the appropriate values.

 Costs / Profit – In this chart the Initial and Adjusted Rarity, Taxes / Tarriffs / Costs, and Total
Cargo Price are calculated and displayed for both the Origin Planet and the Destination Planet.
After the appropriate skill checks have been made and that information is entered, the Red cell
value under the Origin Planet will display the amount that the crew must pay the selling vendor
for the cargo they intend to transport. After the trip has been completed and the appropriate
skill checks have been made, the Green cell value under the Destination Planet will display the
amount the crew will be paid by the buying vendor for the cargo they have just transported.

Secondary Charts:

 Vendor Check Difficulty – This chart contains the base difficulties for rolling a Vendor Check,
which is a check a character makes to find a vendor that buys/sells the desired cargo. The
difficulties are based on the Rarity of the item as described in the EotE CRB.

 Rarity Effect – This chart contains the values used to determine the cost adjustment after the
difference between the Origin Planet Rarity and Destination Planet Rarity for the specific cargo
is calculated. These values are percentages that will increase or decrease the price of the cargo
depending on the Rarity Difference.

 Vendor Check per Day at Market – This chart contains the information for determining the
results of a vendor check. It is broken up into Legal Cargo using the Negotiation skill and Illegal
Cargo using the Streetwise skill.

 Population – This chart contains the Population values for the Planet Information table.

 Spaceport Class – This chart contains the Spaceport Class values for the Planet Information
table.

 Region – This chart contains the Region values for the Planet Information table.

 Government – This chart contains the Government values for the Planet Information table.

 Common Cargoes – This chart contains information on some common cargoes seen throughout
the galaxy. The fields include the cargoes Class, Type, Price Per Unit, Encumbrance, and Rarity.

Passenger Terminal:
Purpose: The purpose of this tab is to determine the number of passengers willing to buy transport to
the ship’s intended destination and the total profit from ticket sales, if applicable.

Primary Charts:

 Market Information – In this chart the user will provide the following information:
o Passenger Capacity – The user enters the Passenger Capacity for the ship.
o Number of Passengers – After the Advertising Check Results have been determined, the
user will enter the number of passengers that will be traveling on the ship’s intended
trip.
o Current Location – Origin Planet
o Destination – Destination Planet
o Estimated Travel Time – Copied from the Operational Cost sheet.
o Ticket Price – The Ticket Price per passenger is displayed here. This value is calculated
based off of the Planet Information and Estimated Travel Time.
o Ticket Revenue – The total ticket revenue is displayed here and is calculated from the
Ticket Price times the Number of Passengers.
o Cost and Fees Total – The Cost and Fees Total is displayed here and is calculated based
off of the Planet Information.
o Actual Travel Time – Copied from the Operational Cost sheet.
o Percentage of Capacity – This is the percentage of passenger capacity that is full.
o Advertising Check Difficulty – The difficulty of this check can be determined by
referencing the Population, Spaceport Class, Region, and Government tables in the
Secondary Charts or can be determined by the GM or other sources. The Base Difficulty
can be found in the first Column of the Population chart based on the Origin Planet’s
Population. Additional modifiers can be applied based on the Spaceport Class, Region,
and Government of the Origin Planet or the Destination Planet or both. It is
recommended to use the modifiers for the Origin Planet characteristics only, but this
should be determined by the GM. The user will then enter the values for how many of
each dice are to be used under the Purple (Difficulty), Red (Challenge), Black (Setback),
Green (Ability), Yellow (Proficiency), and Blue (Boost) dice symbols according to their
skill level, skill modifiers, and difficulty determined for the check.
o Advertising Check Results - The user enters the net number of Success, Advantage,
Triumph, Failure, Threat, and Despair under each symbol for the Advertising Check after
it is rolled. This check determines the number of tickets sold on the day the check is
made. The results can be determined by referencing the Advertising Check per Day at
Starport chart in the Secondary Charts.
o Days in Advertising - The user enters the number of days in the market that it takes to
sell the desired number of tickets for the trip. Each Advertising Check requires 1 day.
o Total Profit – The Total Profit from Ticket Revenue after Cost and Fees are deducted is
calculated and displayed here. This profit is made prior to departure from the Origin
Planet. No additional profit is made upon arrival at the Destination Planet. Refund
policies for trips that do not reach their intended destination are determined by the
crew of the ship.

 Planet Information - In this chart the specific information related to the planets involved is
selected by the user using dropdown menus to determine the planets’ characteristics. For this
chart, the Origin Planet and Destination Planet Information is required. This information can be
found in the Planet Data table or can be determined by the GM. After the Population,
Spaceport Class, Region, and Government have been selected, the rest of the chart will auto-
populate with the appropriate values.

Secondary Charts:

 Advertising Check per Day at Starport – This chart contains the information required to
determine the results of an Advertising check, which can be made using a Negotiation or
Streetwise check determined by the GM.

 Advertising Check Information – This chart contains the information for additional modifiers that
can be applied to an Advertising Check based on the route that is traveled between the Origin
and Destination Planets.
 Population – This chart contains the Population values for the Planet Information table.

 Spaceport Class – This chart contains the Spaceport Class values for the Planet Information
table.

 Region – This chart contains the Region values for the Planet Information table.

 Government – This chart contains the Government values for the Planet Information table.

Planet Data:
Purpose: The purpose of this tab is to provide additional information about various planets from
around the Star Wars galaxy. More planet data will be added to this chart in later versions of this tool.

Fields:
 Planet – Displays the Planet or System name.
 Region – Displays the System’s Region.
 Population – Displays the size of the planet’s Population.
 Spaceport Class – Displays the Spaceport Class for the planet.

Population Size Chart


Size Sparse Light Small Medium Large Huge
Range <100,000 100,000 – 1 million – 100 million 1 billion – >100 billion
1 million 100 million – 1 billion 100 billion

 Government – Displays the Government for the planet.


 Astrogation Difficulty / Trade Routes – Displays the base difficulty for Astrogation checks for
ships traveling to the specific system. It also displays the known trade routes connected to the
specific system and can be used to determine if two systems are connected by common trade
routes. A safe assumption is to assume all Major and Minor Trade Routes are at least connected
by multiple Major and multiple Minor trade routes. A detailed Galaxy map can be used to
determine the exact connection between two planets or can be determined by the GM. A good
resource to determine this is www.swgalaxymap.com
 Imports – Displays the major Imports for the planet. These are items that are regularly
transported to this planet and will demand a higher than normal price at markets.
 Exports – Displays the major Exports for the planet. These are items that are regularly
transported off this planet and will demand a lower than normal price at markets.
 Special – Displays any special qualities of the planet that may affect travel such as natural
anomalies or non-standard Type II or Type III Atmospheres that require breath masks.

Example Walkthrough:

Han Solo and Chewbacca are preparing to make a trade run. They decide to use the new Trade Route
Economics Tool to help plan their trip and calculate the expenses and profits.

Step 1: Plan Your Trip


A. Han goes to the Operational Cost tab in the TRE Tool and selects Corellia as the Origin Planet
and Tatooine as the Destination Planet from the Brown dropdown menus in the top left corner
of the page.
B. Han and Chewie are flying a YT-1300 freighter, so they put Ship Silhouette at (4), Cargo Capacity
(165), Hyperdrive Class at 0.5, and Passengers + Crew at (2).
C. They use the Astrogation Computer and determine that the Estimated Travel Time (with Class x1
Hyperdrive) is 5.19 days and enter that value into the appropriate box.
D. Since Tatooine is their Destination Planet, they look up Tatooine in the Planet Data tab and
enter the appropriate Planet Characteristics on the Operational Costs Tab. They select Light for
Population, Standard for Spaceport Class, Outer Rim for Region, and Democracy for Government
from the Brown dropdown menus in the Planet Information portion of the Primary Charts.

Step 2: Purchase a Cargo (optional)

A. Han goes to the Cargo Market tab and decides that they are going to transport some Foodstuffs
– Standard Quality. He enters 5000 for the Price per Unit, 5 for Encumbrance, and 4 for Rarity.
B. He checks the Planet Data and finds that Consumables are an Export on Corellia and an Import
on Tatooine. For Origin Planet he selects ‘Yes’ for Major Export from the Brown dropdown
menu and leaves Major Import at ‘No’. For the Destination Planet he selects ‘Yes’ for Major
Import and ‘No’ for Major Export.
C. Using the Brown dropdown menus in the Planet Information chart Han references the Planet
Data tab to enter the appropriate information. Under Corellia he selects Large for Population,
Imperial for Spaceport Class, Core Worlds for Region, and Democracy for Government. For
Tatooine he selects Light, Standard, Outer Rim, and Democracy for the Planet’s characteristics.
D. The Base Difficulty for the Vendor Check is 2 Purple. The Population and Spaceport Class
Modifiers add 1 Boost and 1 Skill Upgrade. Han has 4 Presence and 3 Negotiation, so his dice
pool for the Vendor Check is 2 Purple, 4 Yellow, and 1 Blue.
E. Han’s Negotiation Check results are 4 Success, 1 Threat, and 2 Triumph. The Success give him
40% of the cargo, the Triumphs give him 50%, and the Threat takes away 5% for a total of 85%.
He can now enter 85 into the Cargo Percentage box.
F. Han decides to stick with one day at the market and makes a Negotiation Check to haggle the
price of the Foodstuffs with the Vendor. The Vendor has 3 Presence and 2 Negotiation and the
Government type is Democracy, which gives Han 1 Setback. So he has 1 Purple, 2 Red, 1 Black, 1
Green and 3 Yellow for his Negotiation Check.
G. He gets 2 Success and 1 Advantage. This reduces the cost of the cargo by -10% and he passes
the Advantage off as a Boost to Chewie’s next check. The Total Cargo Price comes out to be
$128,068. Han has borrowed enough money from a business associate, Jabba the Hutt, to be
able to pay the vendor for the Foodstuffs. He pays and has the cargo delivered to the YT-1300
Freighter.

Step 3: Sell Flight Tickets (optional)

A. Chewie goes to the Passenger Terminal tab and enters in the Passenger Capacity for the YT-1300
(6).
B. The GM determines the difficulty of the Advertising Check by referencing the Population for
Current Location = Large = 2 Difficulty. He modifies the check with Spaceport Class = Imperial =
1 Skill Upgrade, Region = Core Worlds = 1 Boost, Government = Democracy = 1 Setback.
Checking the Galaxy Map, he discovers that Tatooine is 1 Major and 1 Minor Trade route away,
which adds 2 Boost, but is also 5 Regions away, which adds 1 Difficulty Upgrade and 1 Setback.
He has 2 Presence and 1 Streetwise and 1 Boost from Han’s previous roll, so his dice pool
becomes 1 Purple, 1 Red, 2 Black, 0 Green, 2 Yellow, and 4 Blue.
C. Chewie’s Streetwise Check results are 2 Success, 1 Threat and 1 Triumph. The 2 Success give
him 30% and the Triumph gives him 30% capacity, but the Threat takes away 10%. That gives
him a total of 50% capacity. He enters 50% into the Ticket Sale Percentage and the Number of
Passengers is calculated to be 3 Passengers. Since Han and Chewie need to leave soon, Chewie
will only spend 1 day at the Starport selling tickets.
D. Chewie then selects the Planet Information for Corellia – Large, Imperial, Core Worlds,
Democracy; and for Tatooine – Light, Standard, Outer Rim, Democracy. After all of the blocks
calculate their totals, the Green Total Profit comes out to be $721 credits! This is received
before the ship departs Corellia.

Step 4: Travel to Destination

A. Han and Chewie meet back up at the ship later and load up the cargo and passengers. They
takeoff from the spaceport on Corellia and head for Tatooine. The GM checks the Astrogation
Check Information in the Secondary Charts on the Operational Cost tab. Then the GM
determines that the difficulty will be 3 Purple and will add 2 Boost, 1 Difficulty Upgrade, and 1
Setback due to the routes taken and distance to the destination. Han will assist with the
Astrogation check and add 1 Boost to Chewie’s dice pool. Chewie has 3 Intellect and 2
Astrogation. Chewie’s dice pool for his Astrogation check becomes 2 Purple, 1 Red, 1 Black, 1
Green, 2 Yellow, 2 Blue.
B. Chewie rolls 1 Success, 2 Threat, 1 Triumph, and 1 Despair. The ship makes it to the Tatooine
system and Chewie uses the Triumph to reduce travel time by 25%, so he puts (-25) into the
Travel Time Adjustment box. The GM determines that the 2 Threat cause a small fire in the
engine room that the crew has to put it out, but it causes 2 System Strain to the Ship. The
Despair causes the ship to come out of hyperspace in the path of an asteroid and the crew must
evade it, but it grazes them and the ship takes 3 Hull Trauma. Chewie puts (3) Hull Trauma in
the Hull Trauma Sustained box.
C. Finally, since the crew did not have any additional cargo, Chewie puts in (85) in the Percent of
Cargo Hold Filled box and changes Passengers + Crew from 2 to 5 to account for their
passengers.
D. The total cost of the trip is calculated and displayed in the Red Total Cost box in the bottom right
hand corner of the Primary Charts. Han pays the docking bay manager $3646 credits soon after
landing in Mos Eisley.

Step 5: Sell Cargo (optional)

A. Han goes with Chewie to the Cargo Market in Mos Eisley and looks for a Vendor. He will first
enter the Planet Characteristics for the Destination Planet the same way he did on the
Operational Costs tab. Then the GM will determine the difficulty of the Vendor check, which is 2
Difficulty, and will modify it based on Spaceport Class and Population, adding 2 Setback and 1
Boost. Han’s skill is still 4 Presence and 3 Negotiation, so his dice pool is 2 Purple, 1 Black, 1
Green, 3 Yellow , and 1 Blue.
B. Han rolls 2 Success, 2 Advantage, and 1 Triumph. That adds up to only 55% of the cargo. The
GM can make him roll to sell the 55% of the cargo now or give Han 1 more day to search for a
Vendor. The GM gives Han 1 more day and Han’s second roll gives him 45% of the cargo. He
adds this together from the first day and finds a vendor looking for 100% of the amount of cargo
Han and Chewie are selling. Since they only have 85%, that is more than enough and Han can
sell all 28 Units of Foodstuffs that they have loaded on their YT-1300 Freighter.
C. The difficulty for the Negotiation check is determined by the GM, 2 Purple and 1 Red. The
Negotiation Check modifier adds 1 Setback to the dice pool. Chewie will assist adding 1 Boost to
the dice pool. Han’s dice pool is now 2 Purple, 1 Red, 1 Black, 1 Green, 3 Yellow, and 1 Blue.
D. Han rolls 3 Success and 1 Triumph. The 3 Success give Han a 15% increase in the sale price,
which will help pay off some of their debt to Jabba, and he will use the Triumph to make the
Vendor a permanent contact. The Vendor buys the cargo of 28 units of Foodstuffs – Standard
Quality for $168,362 credits. Han and Chewie have just finished their first trade run using the
new and improved Trade Route Economics Tool!

Notes:

Hopefully this walkthrough helped explain how to use this tool and you aren't too confused to be
discouraged from using it. If it is too much for you, you feel there are too many rules, or you don't think
the rules are balanced enough, you are more than welcome to alter them however you'd like to fit your
game and play style better. I pulled material from several different sources and created some of my
own "house" rules to build this tool with, so obviously nothing in this workbook is absolute. I will
continue to update and improve this workbook in the future to add information in the Planet Data tab
and better balance the other 3 tabs. Thank you for using the Trade Route Economics Tool.

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