VEHICLE OPS:
Cargo Handling
INTRODUCTION
When speeder trucks or freighters can’t quite carry enough, Vehicle Ops: Cargo Handling has
solutions. This supplement contains house rules on cargo containers, overloading vehicles,
and a more logical system for carrying vehicles aboard another.
 TABLE OF CONTENTS                            CREDITS
 Overloading            p. 2                  Source material by Fantasy Flight Games
 Cargo Containers       p. 3                  Original material by Sturn of FFG Forums
                                              Vehicle encumbrance discussion by Kirdan
 Carried Vehicles       p. 6
                                              Kenobi of FFG Forums.
 P-C Conversion         p. 9                  Editing & review by BradKnowles of FFG
                                              Forums.
 Equipment              p. 10
 Consolidated Tables    p. 12
                                                                VEHICLE OPS SERIES
                                                              This is a portion of the greater
                                                              Vehicle Ops series of fan-made
                                                              supplements. Each tries to
                                                              provide greater detail to vehicle
                                                              operations while not changing
                                                              any core book rules, if possible.
                                                              While each may be used
                                                              separately, these supplements
                                                              will sometimes refer to each
                                                              other. See Sturn’s Stuff for more.
 Version: 4
                                                              EDGE OF THE EMPIRE
OVERLOADING
What happens when you just gotta cram some extra stuff in the hallways? Or perhaps you
just rescued a couple orphans, but now you exceed your passenger capacity by one? Do you
make them draw lots and chuck the loser out of the airlock? These rules concede that you
may carry up to double in cargo and passengers, but with penalties.
Cargo
A vehicle can hold up to twice its encumbrance capacity by stuffing gear and stacking cargo
in every nook and cranny available. Going over the vehicle’s encumbrance capacity applies
penalties to persons moving through the craft as if it were Medium terrain ( movement
penalty) while also reducing the craft’s handling by 1. If the craft operates within gravity,
speed is also reduced by 1. If reduced to 0, the vehicle may not move while overloaded with
cargo.
Passengers
A vehicle may carry up to double its total crew and passenger capacity (base occupancy). For
long-duration vehicles this means cabins are doubled up. For short-duration vehicles over its
seating capacity, it means some persons are left standing or sitting in corners. A vehicle
carrying over its capacity in persons is considered to be in cramped conditions (see Vehicle
Ops: Star Journeys). In addition, if no seats are available and things get rough, a referee may
decide to spend      or     on wounds or critical injuries to passengers that are not strapped
in. Carrying occupants over the ship’s base occupancy will also deplete supplies much more
quickly (see Vehicle Ops: Consumables & Expenses) by doubling the consumption rate.
What about just shoving people in a cargo hold? Making passengers ride in a cargo hold takes
7 encumbrance each. While doing so will not cause problems for other occupants (other than
moral pangs), those in the cargo hold automatically suffer cramped conditions. These
passengers will count towards consumables and they are very prone to injury from moving
cargo and not being strapped in, as noted above. Life support will still only provide for up to
double base occupancy. If the vehicle exceeds double base occupancy due to cramming
passengers in a cargo hold, treat it immediately as suffering the effects of life support
running dry, even if supplies remain (see Vehicle Ops: Consumables & Expenses). If life support
is not needed, the effects are not immediate.
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CARGO CONTAINERS
A ship’s cargo hold or even a vehicle’s
trunk can benefit from effectively
packing items into storage containers.
Doing     so    can     expand    the
encumbrance capacity of the vehicle.
Below you will find some standard
cargo containers and rules on the
benefits and hindrances of packing
them.
The most common sizes of cargo
containers range from hand-carried
crates to mammoth vehicle-carried shipping containers. Each container has an encumbrance
value and the larger ones actually have a vehicle silhouette to determine the size of bay they
can fit inside. The encumbrance of a container stays the same regardless of whether it is full
or empty.
Small Crate: At 5 encumbrance, small crates are easily carried by a single person and come in
ubiquitous varieties. They are typically filled with items of around 1 or 2 encumbrance or a
single item of 10 that has been dismantled and packed for shipping.
Medium Crate: These larger boxes are typically carried by two people since they have an
encumbrance of 10. They are commonly filled with items of 2 to 5 encumbrance or a single
item of 20 that has been dismantled and packed for shipping.
Large Crate: The largest crates are 20 encumbrance. They are large enough to typically be
moved with repulsorlift assistance, but could be man-handled with perhaps 6 people if
required. These crates are large enough that a couple people could easily crawl inside them
when empty. Large crates typically hold items from 4 to 10 encumbrance. Sometimes
silhouette 1 vehicles are dismantled and crated in these containers for shipment. Large crates
have a vehicle silhouette of 1 themselves.
Small Container: These shipping containers require a repulsorlift sled to move one or several
are placed upon a larger cargo vehicle since they have an encumbrance of 50 and a silhouette
of 2. Small containers require some sort of light lifting equipment to lift them (repulsorlift or
a light lifting equipment commonly available at starports of grade D or better, see Vehicle
Ops: Star Journeys). Due to their size, small containers require an additional maneuver to find
and select an item from within them. They are typically used to ship bulk amounts of 1 to 5
encumbrance items.
Medium Container: These are perhaps the most common freight containers. Medium
containers are large 200 encumbrance boxes that a person can actually walk around inside
when empty. An extra maneuver is required to grab an item from a shipping container. These
require a large cargo vehicle to move with typically only one container loaded upon a
                                                                  EDGE OF THE EMPIRE
speeder truck. Heavy lifting equipment (commonly found at starports of grade C or higher,
see Vehicle Ops: Star Journeys) is required to load them depending on the carrying vehicle’s
configuration (the container can’t be just driven aboard). Medium containers are considered
silhouette 3 and so are only carried by larger freighters. They are used to ship both bulk
smaller items and even larger items since they are big enough to carry a dismantled
snubfighter.
 Large Container: These mammoth shipping containers are the largest commonly available.
These containers are so large they approximate the size of small transport ships with 1,000
encumbrance capacity and a silhouette of 4. Smaller vehicles can drive around inside an
empty large container. Heavy lifting equipment (commonly found at starports of grade C or
higher, see Vehicle Ops: Star Journeys) is required to budge them, or a vehicle attaches
directly to it and drives it off of a capital sized ship. A very large vehicle is required to move
just one, but they are also commonly unloaded at the docks and their cargo shipped in
smaller vehicles. Large containers can ship small bulk items in such a quantity that they are
typically only used by corporate or government freighters.
The common containers described above are summarized in Table 1: Common Cargo
Containers, below. Other size crates and containers are available such as the unique 800
encumbrance, silhouette 4, of the Wayfarer (see it’s description in Edge Core).
 Table 1: COMMON CARGO CONTAINERS
                                            Typical Mobility          Item           Vehicle
 Type                   Encumbrance                                Grab/Place      Silhouette
 Small Crate                 5                 One person           Normal             na
 Medium Crate               10                Two persons           Normal             na
                            20              Repulsor Sled or            +1              1
 Large Crate
                                            Several Persons        Maneuver
                             50           Small Vehicle, Light          +1              2
 Small Container
                                           Lifting Equipment       Maneuver
                             200         Vehicle, Heavy Lifting         +2              3
 Medium Container
                                               Equipment           Maneuvers
                            1,000        Large Vehicle, Heavy           +2              4
 Huge Container
                                           Lifting Equipment       Maneuvers
Packing a Container
The primary benefit of storage containers is thoughtful packing away of items instead of
having them tossed about loosely in a storage area. By taking the time to package items in a
container, it can store more than just loosely throwing items inside.
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There are two types of packing. Loose packing is the
                                                                             IT’S RAW
default method of storage. Items tossed in a container,
perhaps amongst some space-age packing peanuts, Loose and Effective packing of
doesn’t increase how much encumbrance you can place items is not really a house rule,
inside, but the items can be quickly grabbed with ease. but based upon the rules-as-
Effective storing of items, tightly packed perhaps within written. Core encumbrance
individual sections, gives a benefit of doubling the regarding                  incidental    items
amount of encumbrance stored inside the container                describes   those   stored  in  an
while keeping the container’s overall encumbrance the            “effective   manner”   having  half
                                                                 the encumbrance of “loosely
same. But, the items take twice as long to unpack and
                                                                 carried” items.
grab. Some items, such as bulk liquids, sand, or grain, are
automatically effectively packed as long as they are poured inside a container. Items of under
10 encumbrance may easily be effectively packed. Larger items may sometimes be effectively
packed only if they are dismantled first. Vehicles often fall into this category. Living creatures
such as game or livestock may not be effectively stored. Non-living creatures such as meat
products under 10 encumbrance may easily be effectively packed.
The two types of packing are summarized in Table 2: Storage Container Packing Types.
 Table 2: STORAGE CONTAINER PACKING TYPES
 Type                Encumbrance Benefit      Grab/Place
 Loose                     None           1 Maneuver (normal)
 Effective                   x2              2 Maneuvers
Grabbing/Placing: As a general rule, it takes 1 maneuver to grab or place an item in a
backpack or container. This implies the default loose packing type. Effectively packing
requires double this, or 2 maneuvers to place the item or grab it. Per Table 1: Common Cargo
Containers, some crates and shipping containers add extra maneuvers for grabbing or placing
items due to their size.
                                       Dismantling Items: Items of encumbrance 10 or more
       PACKING PACKS                   typically need to be partially disassembled to benefit
                                       from being effectively packed. Doubling the
 Thoughtful players may choose to      encumbrance of the item determines the number of
 use these rules for their carried
                                       minutes required to dismantle or put back together the
 backpacks or bags instead of the
 default “loose” method. Wearable      item. The referee may require an appropriate difficulty
 packs may be effectively packed.      Mechanic or Computer check to take apart or dismantle
 This adds 2 to the encumbrance        complex items with each net         removing 10 minutes
 bonus of the gear. This may only be   from the total time. Putting a complex item back
 done to bags and backpacks, not       together always has its difficulty upgraded with
 items such as load bearing gear or    or    indicating the item is broken or unable to be used
 belts. However, items stored in
                                       in some way until repaired.
 such a pack require 2 maneuvers to
 pack or grab, instead of just 1.
                                       Dismantled vehicles also benefit from having their
                                       silhouette reduced by 1.
                                                                    EDGE OF THE EMPIRE
 Dismantling Example: A silhouette 3 TIE fighter has 200 encumbrance (see Carried Vehicles
 below). At silhouette 3, it can’t fit in the players’ vehicle. But, if it was silhouette 2 it would fit
 through the cargo door. The ship’s engineer decides to partially dismantle the TIE fighter
 (removal of the solar panels perhaps) to reduce its silhouette to 2. The TIE fighter can now fit
 inside the cargo bay and is shoved in a corner taking up 200 encumbrance. Since it has been
 dismantled, the TIE fighter could be effectively stored in a medium container, only taking up
 100 encumbrance. But, hopefully the ship’s engineer is a skilled mechanic when she later
 needs to put the TIE fighter back together using almost 7 hours (400 minutes) of time and
 some lifting equipment.
CARRIED VEHICLES
How much encumbrance does my speeder bike                   Table 3: VEHICLE ENCUMBRANCE
take up in the cargo bay? What if I want to be able         Silhouette         Encumbrance
to easily drive that vehicle off my ship? Is there               1                  20
room enough to make repairs to my landspeeder                    2                  50
while it’s aboard ship? Can an X-wing fit through                3                 200
the cargo bay doors? These rules attempt to
                                                                 4                1,000
provide answers in a logical and consistent way if
                                                                 5                10,000
the referee doesn’t want to just wing it.
                                                                 6               100,000
Vehicle Encumbrance as Cargo
A vehicle’s base encumbrance for cargo purposes is determined by silhouette using Table 3:
Vehicle Encumbrance:
   VEHICLE SILHOUETTE 1?                    This vehicle encumbrance gives the amount of space
                                            taken up in a larger vehicle’s encumbrance capacity
 When developing carried vehicle            when carried as cargo. This allows the vehicle to be
 rules, it made sense that a silhouette     tightly packed into the cargo hold under cramped
 2 speeder bike could easily fit inside a
                                            conditions. A vehicle carried under cramped
 YT-1300, but Luke’s silhouette 2
                                            conditions requires twice as long to launch (see
 landspeeder might have some
 difficulty without dismantling it or       Launch in Vehicle Ops: Star Journeys or page 8 below)
 modifying the transport. Various           and any maintenance or repairs performed while
 concepts failed to easily handle this.     aboard suffers .
 A fix was using a as yet unseen
 silhouette 1 as a house rule for very      Allowing for double the vehicle’s encumbrance gives
 small vehicles such as speeder bikes       room enough to easily perform maintenance and
 and swoops. The only affect on core        repairs while aboard and normal launching time.
 rules was to make these vehicles
 slightly harder to hit by some larger
                                            Just because there is space for the vehicle, it still
 vehicles. If this is not a welcome
 change, not using it will not break
                                            needs to fit through the door and passages into the
 the carried vehicle rules.                 awaiting cargo or hangar bay. Also, departure time
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can benefit if launch equipment is added and passages are modified. There are two types of
bays: standard Cargo Bays with no special facilities for vehicles and Hangar Bays with larger
doors, passageways, and possibly equipment or special consideration of passageways for
launching vehicles.
Vehicle Encumbrance Example: An A-wing has a silhouette of 3. Per Table 3 above, the
A-wing has 200 vehicle encumbrance. The snubfighter needs 200 encumbrance to be tightly
crammed into a cargo hold, but 400 encumbrance (double) if it is important to easily work on
the A-wing or quickly launch it from the cargo hold.
Cargo Bays
Cargo bay doors and access passages are large enough to accept vehicles of 3 silhouette’s
smaller then the carrying vehicle. Example: A YT-1300 (silhouette 4) has a cargo bay that can
easily accept silhouette 1, 20 encumbrance vehicles, such as a speeder bike. The cargo bay must
still have enough encumbrance space to accept the vehicle.
Hangar Bays
                                                              ENHANCED HANGARS
Hangar bays are designed to carry and care for
vehicles and so give advantages over just shoving a       Hangar bays may have extra facilities
vehicle into a cargo bay. Equipment and passages          for vehicles. These may be chosen by
may be in place to more quickly launch vehicles.          the referee for vehicles that have
                                                          hangars by design, or extra
Hangar Bay doors may accept any vehicle of 2
                                                          modifications chosen by players for
Silhouette’s smaller than the carrier.                    the     Retrofitted   Hangar     Bay
                                                          attachment.
To benefit from a Hangar Bay, the vehicle must have
one by design (when manufactured) or have one             Launch Equipment grants          to
added via the Retrofitted Hangar Bay attachment.          checks to quickly launch a vehicle
                                                          from the bay. This can be applied
Hangar Bay by Design: Vehicles that have a Starfighter    twice, which is common for vehicles
or Vehicle Complement as designed have Hangar Bays        with starfighter hangar bays.
with enough space to store these vehicles at double
                                                          Repair Equipment grants 1     to paid
their vehicle encumbrance. This is separate to any
                                                          or self repairs when the hangar bay is
encumbrance capacity of the carrying vehicle. The
                                                          used. This may be selected up to
referee may also assign enhanced equipment to the         three times total, but is only
hangar bay (see sidebar Enhanced Hangars).                common on larger fleet support
                                                          ships.
If a designed hangar bay is used to carry cargo
instead, the referee will have to determine its total     Each selection of launch or repair
capacity by doubling the total encumbrance of             equipment uses space equal to 10% of
standard vehicles carried.                                the total encumbrance capacity of the
                                                          bay.
Retrofitted Hangar Bays (house rule change): Vehicles
that don’t include a Hangar Bay may add such facilities with the addition of the Retrofitted
Hangar Bay attachment. This attachment converts cargo space (encumbrance capacity) into
                                                                EDGE OF THE EMPIRE
a hangar bay that includes widened passages and a larger hangar door. When adding this
attachment, the encumbrance capacity of the hangar bay should allow for twice the vehicle
encumbrance of the intended vehicle(s) or their launch time will be doubled due to cramped
conditions and maintenance will suffer from a . This encumbrance capacity is removed
from the vehicle’s cargo encumbrance capacity. Note that the hangar bay capacity may still
be used for cargo, but the space available may be reduced by any modifications taken for the
attachment. Retrofitted Hangar Bays may also be expanded beyond the ship’s cargo bay
with modifications. See Retrofitted Hangar Bay below in Equipment for details.
                             LAUNCHING CARRIED VEHICLES
 Time to power up and launch a vehicle is 1 round per silhouette. This simulates a pilot or crew
 going through power up and take off checklists for a large vehicle or just turning the key and
 engaging the drive on the smallest vehicles. If the vehicle is docked (or parked) in cramped
 conditions (see above), double the number of rounds required to launch.
 There are two ways to speed this process up:
 Keep it Running: The vehicle may be left running or powered up (hooked up to starport power). If
 so, reduce the required number of rounds by 2. If the number of required rounds is reduced below
 1, then the vehicle only requires a Maneuver to launch. Large vehicles of silhouette 6 or larger are
 considered powered up by default. These massive craft typically never completely shut down their
 systems. Thus, they may not benefit from this option. If such a large ship is completely shut down,
 a cold start actually takes 1 hour per silhouette.
 Get Us Outta Here! (Pilot/Co-Pilot): An Easy ( ) Pilot check may instead be rolled for a speedy
 launch. Capital sized vehicles (silhouette 5+) may instead choose to use Leadership if upon the
 bridge of the craft. Each un-cancelled    removes 1 round from launch time and the check may be
 repeated each round until launch is successful. Another Pilot or Mechanic in an appropriate crew
 station may Assist with the check. If the vehicle is parked in cramped conditions, upgrade the
 difficulty once. Hangar bays often have equipment to assist with speedy launches (see above).
 Launch equipment may provide         or even      to this action (see Enhanced Hangars above or
 Retrofitted Hangar attachment in Equipment below).
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PASSENGER-CARGO CONVERSION
In a pinch, passenger space may be converted into cargo encumbrance or cargo space can be
converted to hold passengers. Passenger seats could be ripped out or folded up temporarily
(stowable seats often available in shuttles) in order to haul more cargo. Cabins could be
gutted of beds and other furniture to make room for cargo. Likewise, a cargo bay could be
converted to hold passenger seats or even cabins could be installed. See Table 6: Passenger
Facilities for encumbrance of seats and cabins plus a suggested cost if they are installed in a
modified ship.
If a ship was not intended for long-duration journeys (a shuttle), cabins may not be enough.
The craft may need long-term facilities installed such as a galley, freshers, or even an
infirmary on larger ships. These facilities typically take up an additional amount equal to half
the encumbrance and cost of cabins installed upon the ship.
 Table 4: PASSENGER FACILITIES
         Type         Encumbrance              Cost
     Single Cabin           50             500 credits
    Double Cabin           100            1,000 credits
  Seat (permanent)          10             100 credits
   Seat (stowable)          10             250 credits
      Luxurious          x1 to x4          Attachment
 Long-Term Facilities ½ total cabins      ½ total cabins
Seats typically take up 10 Encumbrance per person. Note that people shoved in a cargo hold
are only 7 encumbrance (see Over-bunking above). The extra 3 encumbrance accounts for the
seat and its safety devices.
Single cabins take up 50 Encumbrance of space while double cabins use 100 Encumbrance.
Luxurious cabins may be found on yachts and some passenger liners. Luxury liners may just
have luxurious accommodations, but may also be more spacious then standard cabins. For
cabins to later be made into luxurious accommodations (after market) requires the Luxury
Passenger Compartments vehicle attachment (Desperate Allies, p. 65).
  Conversion Example: A Lambda-class shuttle has an Encumbrance of 200 without
  passengers, but a 20 passenger capacity. The short-trip shuttle may stow or un-stow its
  passenger couches depending on how much cargo is to be carried. Thus, the Lambda could
  easily carry 100 encumbrance of cargo while also carrying 10 passengers. Perhaps some
  frugal PC’s have found a Lambda and want to use it for longer duration trips. They decide to
  install two single cabins costing 1,000 credits and taking up 100 encumbrance total. The
  referee determines that a galley and fresher is also needed requiring 500 credits and 50
  more encumbrance. The converted Lambda still has 50 encumbrance remaining for cargo.
                                                                 EDGE OF THE EMPIRE
EQUIPMENT
A list of related and new vehicle gear and attachments from various sources is below. A
couple of the items include suggested changes which are noted in italics.
GEAR
Gear from other products that may be important to the vehicle operations covered above are
summarized below followed by new shipping containers.
SHIPPING CRATE                    new
Boxes for shipping or long term storage. The listed encumbrance is their capacity and
encumbrance. They may benefit from being effectively packed holding twice as much
without affecting their encumbrance. Price and encumbrance below are for small, medium,
or large varieties. A collapsing model (double price, +1 rarity) allows the container to be
reduced to ½ its encumbrance when empty. The large crate has an effective vehicle
silhouette of 1 (0, or none, if collapsed).
Price: 10/20/50
Encumbrance: 5/10/20
Rarity: 0
Source: New
SHIPPING CONTAINER                      new
Large containers for shipping or long term storage. The listed encumbrance is their capacity
and encumbrance. They may benefit from being effectively packed holding twice as much
without affecting their encumbrance. Price, encumbrance, and rarity below are for small,
medium, or large varieties. A collapsing model (double price, +1 rarity) allows the container to
be reduced to ½ encumbrance and -1 sihlouette when empty. Small, medium, and large
containers have an effective vehicle silhouette of 2, 3, and 4 respectively.
Price: 100/400/1,500
Encumbrance: 50/200/1,000
Rarity: 2/3/4
Source: New
VEHICLE ATTACHMENTS
House rule revision of Retrofitted Hangar Bay to coincide with these rules plus several new
attachments:
RETROFITTED HANGAR BAY                        change
This attachment widens passages, doors, and perhaps removes bulkheads between cargo bays
in order to more easily carry vehicles or large containers within the vehicle’s encumbrance
capacity. Some vehicles already have hangar bays if they carry vehicles by default. This is
separate from the vehicle’s encumbrance capacity, so these vehicles may still benefit from this
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attachment if they wish to carry even more vehicles with their cargo bay (encumbrance
capacity).
Base Modifiers: Allows containers and vehicles 2 silhouettes smaller (instead of 3 smaller).
Encumbrance capacity of the vehicle or container still must be met from the vehicle’s
encumbrance capacity.
Modification Options: 2 Launch Equipment grants          launching while reducing encumbrance
capacity by 10% Mods, 3 Repair Equipment grants 1 extra automatic         repairs while reducing
encumbrance capacity by 10% Mods, 2 expand bay by 10% of vehicle’s encumbrance mods.
Hard Points Required: 1
Price/Rarity: 5,000 x Silhouette / 3
Source: Core Edge p. 271, Core Age p. 286, Core Force p. 270
DOCKING CLAMPS                    new
Docking clamps allow one vehicle to attach to another vehicle and be towed by it. This is also
useful for carrying smaller ships when there isn’t room in an internal bay. Docking clamps
aren’t just soft transfer tubes. Clamps are typically magnetic, but mechanical versions also
exist. Docking clamps may also be used to latch shipping containers onto the outside of
freighters. Some cargo moving vehicles will have docking clamps by design without
needing this attachment, as noted in their description.
Base Modifiers: Allows attachment and moving of vehicles or containers. Maximum single
object equal to vehicle’s silhouette, all others must be smaller. Total maximum carried
silhouettes by silhouette of carrying vehicle: 2 (2 total), 3 (3 total), 4 (6 total), 5 (12 total), 6
(36 total), 7+ (total limited only by common sense). If current silhouettes attached is equal to
the carrier’s silhouette or greater, -1 handling. If double silhouette or more is attached, -1
speed and +1 hyperdrive class. Empty containers do not count towards these performance
penalties but do count towards total silhouette carried.
Modification Options: None.
Hard Points Required: 1
Price/Rarity: 500 x Silhouette / 2
Source: New
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                                                       CARGO
                                                                                               CARRIED VEHICLES                                                                  page 6
                                                                                               VEHICLES AS CARGO: Cramped Conditions – x1 encumbrance,        repairs, x2 launch time.
                                                     HANDLING
                                                                                               Normal Conditions – x2 encumbrance, normal repairs & launch time.
                                                                                               BAYS: Cargo – Accepts 3 silhouettes smaller. Hangar – Accepts 2 silhouettes smaller. May
                                                                                               provide up to    for quick launching actions.
                                                                                                LAUNCHING: Normal – 1 round per silhouette. Keep           Table 3: VEHICLE ENCUMBRANCE
                                                                                               it Running – Reduce launch time by 2 rounds, but            Silhouette       Encumbrance
                                                                                               only if under 6 silhouette. Quick Launch – Easy ( )              1                20
                                                                                               Pilot or Leadership if silhouette 5+, each                       2                50
CARGO                                                                                          removes 1 round. Repeatable until launch. Pilot or               3               200
                                                                                               Mechanic may assist. If cramped conditions,                      4              1,000
                                                                                               upgrade. Launch equipment may help (see Bays                     5              10,000
OVER LOADING: Over Encumbrance - Up to 2x encumbrance, but moving inside vehicle as
                                                                                               above).                                                          6             100,000
Medium terrain ( ), -1 handling, and -1 speed if within gravity. Over Base Occupancy - Up
to 2x occupancy, but cramped conditions & over-bunked (see Star Journeys).
 Table 1: COMMON CARGO CONTAINERS                                              page 3
                                                                                               PASSENGERS                                                                        page 9
                                                                   Item          Vehicle
 Type               Encumbrance          Typical Mobility                                       Table 4: PASSENGER FACILITIES
                                                                Grab/Place     Silhouette
 Small Crate              5                 One person           Normal            na                       Type                          Encumbrance                          Cost
 Medium Crate            10                Two persons           Normal            na                   Single Cabin                            50                         500 credits
                                     Repulsor Sled or Several        +1             1                  Double Cabin                            100                        1,000 credits
 Large Crate             20                                                                          Seat (permanent)                           10                         100 credits
                                              Persons           Maneuver
 Small                                 Small Vehicle, Light          +1             2                 Seat (stowable)                           10                         250 credits
                         50                                                                              Luxurious                           x1 to x4                      Attachment
 Container                              Lifting Equipment       Maneuver
 Medium                               Vehicle, Heavy Lifting         +2             3              Long-Term Facilities                   ½ total cabins                  ½ total cabins
                         200
 Container                                  Equipment           Maneuvers
                                      Large Vehicle, Heavy           +2             4          PASSENGERS AS CARGO: 7 encumbrance without a seat.                or     may give wounds or
 Huge Container         1,000
                                        Lifting Equipment       Maneuvers                      critical injuries to passengers that are not strapped in.
PRICE: Crates – 10/20/30. Containers – 50/200/1,000. RARITY: Crates – 0. Containers – 2/3/4.   ATTACHMENTS                      page 10
COLLAPSIBLE: Price x2, Rarity +1, but Encumbrance ½ and Silhouette -1 empty.
                                                                                               RETROFITTED HANGAR BAY: Converts from
PACKING: Loose – Default method. No encumbrance change. 1 Maneuver to Grab/Place.
                                                                                               Cargo Bay to Hangar Bay (see Bays above).
Effective – x2 encumbrance. 2 Maneuvers to Grab/Place.
                                                                                               Cargo still takes up encumbrance space.
DISMANTLING: Encumbrance 10+ items must be dismantled to be effectively packed.
                                                                                               DOCKING CLAMPS: Maximum single vehicle/container equal to carrier’s
Dismantling also reduces silhouette by 1. Encumbrance x2 for minutes to dismantle or
                                                                                               silhouette. Total carried silhouettes based upon carrier silhouette: 2 (2 total), 3 (3 total), 4
reassemble. Complex items require Mechanic or Computer with each        removing 10
                                                                                               (6 total), 5 (12 total), 6 (36 total), 7+ (total limited only by common sense). Performance: >
minutes. Reassembly of complex items are upgraded with            or     breaking or           or = Silhouette, -1 handling. > or = double silhouette, -1 speed & +1 hyperdrive class. Empty
disabling.
                                                                                               containers only count towards total silhouette carried. Some vehicles have clamps by
                                                                                               default (see their description).
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