Craft
Gallofree Yards Smuggler
Cost
Extensive customization, approximately 1.6 - 2 million credits
Type
Modified Medium Transport
Consumables
?
Scale
Capital
Hyperdrive/Backup
x1 / x12
Length
90 meters
Nav Computer
Yes
Crew
8
Space/Maneuver.
4/0
Passengers
50
Hull
3D
Cargo
10,000 tons, 5,000 rapid offloading
Shields/Backup Shields
2D/--
Sensors
Anti - Sensors - 4D
Stats and write-up by Ron Copeland
Passive 40/1D Sensor Baffle 2D
Scan 80/2D Sensor Mask 2D
Search 100/3D Baffled drive, 2 extra tanks
Focus5/4D Backup batteries

Capsule This is the old reliable Gallofree Transport modified exclusively for smuggling operations. It's rounded shape and resistance to starfighter scale weaponry make it a good choice for stealth and smuggling. Of course, the extra cargo capacity is nice also. The hull has been modified to fill in some gaps and round off the edges, allowing for maximum sensor baffling, and increasing the hull code in the process. This ship will never outrun anything. It is intended for silent running. (See Pirates and Privateers and Nealos' excellent Blockade Runner's Guide.) The hull modifications and stealth enhancements have reduced cargo capacity. Additional space is taken for the amenities the crew might need for extended stays in space or on the ground. Up to 50 people can reside onboard with a fair degree of comfort. Of the space remaining, up to 5,000 tons can be loaded on repulsor sleds in special holdings, which can be disengaged and shoved out of the ship quickly. A well trained crew can offload the 5,000 tons in under ten minutes.

Investigating the destination and preparing before the run is important. Having a few micro-jumps preprogrammed is a good idea, in case things get out of hand once you're in-system. But the run itself may be the easiest part. With the right haul this ship can pay for itself a few times over. But accumulating large amounts of contraband runs the risk of gaining the attention of agents and authorities before you even start. Your suppliers may decide they want to collect your money while keeping their goods. You'll have the attention of thieves and cutthroats everywhere you go. The people you're delivering to may think it's cheaper to hire more goons and guns than to actually pay you. Your mates may be loyal, but they're also greedy, morally ambiguous, get rich quick types. Watch your back, and expect the unexpected.

Tactics The ship's stealth is impressive, but often that's not enough. Even with the sensor upgrades, it is still flying blind for the most part since it can only use passive sensors. This is where other craft come into play. Other craft can fly ahead (or behind or aside), use active or passive sensors and feed their sensor data to the smuggling craft. An otherwise unsuspecting Imperial comm operator might notice this on a very difficult roll. It's an opposed roll if he or she is looking for something like this.

 

Additional Smuggling Tactics

Scenario #1: Sensor Droids

Type
Modified Droid Hyperspace Pod
Cost
30,000 credits, 230,000 for stealth model
Scale
Starfighter
Hyperdrive
x1, limited to one jump
Length
2m
Nav Computer
Yes
Availability
2
Space
5
Atmosph.
300
Hull
2D
Sensors
Anti - Sensors 4D
Passive
40/2D
Sensor Baffle 2D
Scan
80/3D
Sensor Mask 2D
Search
120/4D
Mimic Decoy
Focus
4/5D
 

These pods are perfect for smuggling. Intended for system to system transport of message droids, this version is modified to act as a sensor relay. The space for the message droid now holds an upgraded sensor and communications package. They are deployed in all directions away from the ship, at the edge of the ship's passive sesor range. The droids accompany the ship on it's run, and they can extend the transport's passive vision out to ranges equal or better to your opponent's scan range. Life is sweet with a few of these along for the ride. The hyperdrive is limited to one jump. The smart smuggler will only use the hyperdrive in emergencies. It's better to carry these on the transport and deploy them prior to the run. Hyperdrive safeties are disabled, and the droid is programmed to jump blind if attacked, at the risk of it's destruction. Otherwise authorities might capture it and trace it back to it's owner.

Scenario #2: Running Interference This requires one or more freighters. They should be fast and durable, but innocuous. Minimal basic weaponry, no illegal or attention getting modifications, with upgraded sensors. These are useful in places where normal traffic is allowed. Their job is to make a leisurely cargo run, monitoring patrols on the way in. They notify the smuggler of a dangerous situation, but otherwise keep silent. In case of trouble they distract the patrols while the smuggling ship lands or escapes. They do this by such means as engaging the patrols, attacking innocent civilian traffic to draw attention their way, making a pseudo-blockade run, and so on. A ship with 5D hull, 3D shields, speed 9, is a good choice for this role. Since a very slow or stationary ship might attract attention, it's good to have 2 or more of these making staggered runs at normal freighter speed (4). In systems where no traffic is allowed through, blockade runners are more useful. They will also run silent, but away from the smuggler. In case of trouble their role is the same.

Scenario #3: Mule Droids Instead of using the hyperspace pods to escort freighters, use them by themselves. These droids cost 20,000cr new, and can be modified in a variety of ways. They provide a relatively risk free method to transport small (under 1m) but valuable cargoes. Unfortunately you have a greater risk of losing the cargo since the pod is more susceptable to capture, destruction, or loss.

 

 

This is an original work by Ron Copeland, and is protected by this webpage. Format by Tim "Nealos" Salam.

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