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House Ruled Commerce Charts

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a: Random Cargo Tables

TABLE 1: CONTAINER
D20 Type of Container
1–2 None (piled on floor or palette)
3–5 Sacks or bundles
6–12 Duraplast crates
13–14 Durasteel crates
15–16 Durasteel drums
17–18 Sealed in shipping foam
19 Encased in carbonite
20 Roll again. On a second result of 20, the
container is a living host.** A “living host” can entail a number of possibilities depending on the nature of the cargo. If the cargo is large, the “host” might be actually wearing it, carrying it, or escorting it. If the cargo is smaller, the host might have it implanted in his or her body in some fashion.  Use your imagination.

TABLE 2: CONTENTS
D% Contents Value per Metric Ton
01–05 Nothing (container is empty) —
06–35 Foodstuffs 1,750 credits
36–38 Livestock/domesticated animals* 1,500 credits
39–42 Sundries 1,200 credits
43–44 Luxury goods 50,000 credits
45–48 Fuel 2,500 credits
49–58 Ore/Minerals see table (see Table 2–A: Ore & Minerals)
59–63 Medical supplies (see Table 2–B: Medical Supplies)
64–73 Electronics (see Table 2–C: Electronics)
74–82 Parts (see Table 2–D: Parts)
83–85 Chemicals (see Table 2–E: Chemicals)
86–87 Wild creature (see Table 2–F: Creatures)
88–90 Droids (see Table 2–G: Droids)
91–93 Armor (see Table 2–H: Armor)
94–96 Weapons (see Table 2–I: Weapons)
97–98 Vehicle (see Table 2–J: Vehicles)
99 Starship (see Table 2–K: Starships)
00 Slaves (4)* 8,000 credits* These will always be contained in a pen or cages of some kind, rather than the type of container generated on Table 1.

TABLE 2–A: ORE & MINERALS
D20 Type of Ore or Mineral Value per Metric Ton
1–10 Industrial Ore/Gems 1,000 credits
11–16 Strategic Ore/Gems 5,000 credits
17–19 Semi-Precious Ore/Gems 10,000 credits

20 Precious Ore/Gems 25,000 credits

TABLE 2–B: MEDICAL SUPPLIES
D20 Type of Medical Supplies Value per Metric Ton
1–8 Assorted supplies 10,000 credits
9–11 Medkits 20,000 credits
12–14 Pharmaceuticals 30,000 credits
15–16 Bacta (in 50-liter drums) 40,000 credits
17–19 Medpacs 80,000 credits

20 Bacta tanks (2) 200,000 credits

TABLE 2–C: ELECTRONICS
D% Type of Electronics Value per Metric Ton
01–15 Comlinks (5,000) 1,000,000 credits
16–27 Datapads (300) 300,000 credits
28–32 Credit chips (5,000) 500,000 credits
33–38 Datacards, blank (40,000) 50,000 credits
39–43 Datacards, w/one program (5,000) 1,500,000 credits
44–47 Electrobinoculars (800) 800,000 credits
48–52 Fusion lanterns (400) 10,000 credits
53–57 Glow rods (800) 8,000 credits
58–62 Holoprojectors, personal (5,000) 5,000,000 credits
63–67 Holorecorders (800) 2,400,000 credits
68–72 Macrobinoculars (1,000) 600,000 credits
73–92 Power packs/energy cells (5,000) 100,000 credits
93–97 Recording rods (800) 400,000 credits

98–00 Sensor packs (80) 120,000 credits

TABLE 2–D: PARTS
D20 Type of Parts Value per Metric Ton
1–8 Computer parts 1,000 credits
9–14 Droid parts 2,000 credits
15–18 Vehicle parts 3,000 credits

19–20 Starship parts 4,000 credits

TABLE 2–E: CHEMICALS
D20 Type of Chemical Value per Metric Ton
1–10 Inert chemicals 1,000 credits
11–12 Flammable liquids 1,500 credits
13–14 Corrosive substances 1,600 credits
15–17 Lubricants 1,200 credits
18–19 Adhesives 1,100 credits

20 Controlled substances 25,000 credits

TABLE 2–F: CREATURES
D20 Type of Creature Value per Metric Ton
1 Acklay (1) 12,000 credits
2–5 Bantha (requires 2 metric 2,000 credits tons of storage) (4,000 total)
6–8 Dewback (1) 1,500 credits
9 Gundark (1) 2,500 credits
10 Massifs (2) 1,800 credits
11 Nexu (1) 4,000 credits
12 Rancor (requires 4 metric 4,000 credits tons of storage) (16,000 total)
13–14 Reek (requires 2 metric 2,200 credits tons of storage) (4,400 total)
15 Tauntaun (1) 1,200 credits

16–20 GM’s choice varies

TABLE 2–G: DROIDS
D20 Type of Droid Value per Metric Ton
1–10 Labor droids (4) 4,800 credits
11–12 Protocol droids (4) 12,000 credits
13–14 Power droids (2) 12,500 credits
15–16 Medical droids (3) 12,900 credits
17–19 Astromech droids (3) 13,500 credits

20 Battle droids (8) 14,400 credits

TABLE 2–H: ARMOR
D20 Type of Armor Value per Metric Ton
1–12 Light armor (80 suits) 80,000 credits
13–17 Medium armor (30 suits) 120,000 credits
18 Heavy armor (20 suits) 220,000 credits

19–20 Powered armor (10 suits) 100,000 credits

TABLE 2–I: WEAPONSD20 Type of Weapon Value per Metric Ton
1–3 Knives (800) 20,000 credits
4–6 Combat gloves (800 pairs) 160,000 credits
7–8 Stun batons (400) 200,000 credits
9–10 Vibrodaggers (800) 160,000 credits
11 Vibroblades (400) 100,000 credits
12 Vibro-axes (300) 150,000 credits
13–15 Hold-out blasters (1,500) 450,000 credits
16–17 Blaster pistols (400) 200,000 credits
18 Blaster rifles (150) 150,000 credits
19 Heavy blasters (400) 300,000 credits

20 Stun grenades (1,500) 900,000 credits

TABLE 2–J: VEHICLES
D10 Type of Vehicle Value per Metric Ton
1–5 Landspeeder (requires 5 metric tons of storage) (10,500 total)
6–8 Speeder bike (1ton) 6,000 credits
9 Air speeder/swoop (requires 4 metric tons of storage) (12,000 total)

10 Cargo skiff (requires 4 metric tons of storage) (8,000 total credits)

TABLE 2–K: STARSHIPSD6 Type of Starship Value per Metric Ton
1 Escape pod (requires 2 metric tons of storage) (20,000 total)
2–5 Starfighter (requires 10 metric tons of storage) (100,000 total)

6 Space transport (requires 100 metric tons of storage) (100,000 total)

 TABLE 3: COMMODITY SUPPLY

D20 Supply Value Modifier
1 Critically low +30%
2–3 Very low +20%
4–6 Low +10%
7–10 Average —
11–14 Above average –5%
15–17 High –10%
18–19 Very high –15%

20 Surplus –20%

TABLE 4: COMMODITY DEMAND
D20 Demand Value Modifier
1 No interest –20%
2–3 Very low –15%
4–6 Low –10%
7–10 Below average –5%
11–14 Average —
15–17 Above average +10%
18–19 High +20%

20 Very high +30%

Ship Size Annual License Fee
Colossal                5,000 credits
Gargantuan            2,500 credits
Huge                     1,000 credits
Large                     500 credits
Medium                 250 credits
Small                    100 credits
Tiny                      80 credits

Diminutive/Fine      50 credits

b: Values and Comodities

Strategic Metals and Minerals
Metal                         Average price/kilo
Durelium                    100-200 credits/kilo
Gold                          10-15 credits/gram
Hyperbarides               Varies, price controlled by Imperial Regulation, generally 2,200 credit/kilo
Hollinium                    750 credits/gram
Maranium                   300 credits/gram
Cortosis                     Value? Shorts out lightsabers
Vintrium                     500 credits/gram
Ilinium                        250 credits/gram
Frasium                     1,000 credits/gram
Mythra                       12-18 credits/gram
Platinum                    15-20 credits/gram
Quadrillium                 50-75 credits/gram
Silver                         150-200 credits/kilo
Hfredium                     110 credits/kilo


Gemstone Type                      Average Value
Bothan Glitterstone                500-5k credits/CSC
Chrystopaz                            5-2k credits/CSC
Corusca stone                        10k-1 million credits/CSC
Crystalline vertices                 2k-20k credits/CSC
Diamonds                              1k-3k credits/CSC
Emeralds                               5-25k credits/CSC
Gacerite                                100-1k credits/CSC
Gallinorean rainbow gems       20k-500k credits/CSC
Garnib crystals                      1k-10k credits/CSC
Jasse hearts                          1k-5k credits/CSC
Kuggerags                             250-15k credits/CSC
Lalmy’ashian pearls                500-20k credits/CSC
Nova Crystals                        5k-30k credits/CSC
Prysmatic crystals                 500-5k credits/CSC
Quella gems                          1500-25k credits/CSC
Rubies                                   50-20k credits/CSC
Sapphires                              25-15k credits/CSC
Sasho gems                          500-10k credits/CSC
Substance and Chemicals Average value

Bacta                  800 credits/liter
Kolto                   500 credits/liter
Glitterstim spice  6k-10k credits/dose(>gram)