Syndicate Shipment

Jak Nazryth

Mongoose
For a large Crime Syndicate working out of the Trojan Reach, what kind of supplies/gear do you think would be in one of their shipments? This shipment it headed to a local cell in charge of an entire sub-sector just Rimward of the 5 sisters sub-sector.
I have my own list, but it would be interesting what others might come up with.
This crime syndicate is involved in smuggling stolen goods for the most part but is also involved in some illegal drugs and other substances. My players are going to attempt to hit a shipment at a transfer point in deep space tomorrow evening
 
Is this a criminal cargo to be sold, or a set of supplies for the syndicate personnel?



Supplies:

Software. Given that such an organisation lives and dies by information, nothing is probably more valuable than bundles of Agent/3 programmes it can release into the planetary computer network to hack shipping records, delete evidence, find police data, you name it. At a quarter of a megacred each for something with only trivial volume and mass, they could prove quite a haul!

If they want to be chemists, then appropriate supplies. HEV suits are sufficiently generic but able to act as a lab suit for making unpleasant substances.

Weapons - since it probably tends towards the 'discrete but illegal' then high TL pistols and carbines are quite likely.
 
Nice!
I never thought of software. Good call.
Thanks. :)

I do have a short list of "stealth items" but never thought about computer programs.
Maybe even some hacking decks as well.
 
I never thought of software. Good call.

Stored somewhere secure and secret, of course. Firstly "Programs above Rating/1 cannot be copied easily, as they require a non-trivial amount of bandwidth to transfer" so will need to be on removable media, and secondly they're illegal to the same degree as addictive drugs and man-portable artillery.

As an extra matter of interest, an Agent essentially incorporates an Intellect program, and high TL Intellects and Agents verge towards A.I. - especially if it's something really dodgy like TL15+ stuff (Darrian, Imperial Intelligence, Prototype, Alien, etc). This means that you may well have something which will...object?...to being taken as a prize.
 
Maybe medical supplies might fall into this category. Long way out, and no surgeon in sight could spell life or death to a simple wound..
 
no surgeon in sight could spell life or death to a simple wound..

Or at least no surgeon you're prepared to go to. Turning up at a state hospital with a bullet wound is one of those things that will cause unwanted questions...

Trauma packs again have pretty negligible weight and can stabilize you long enough to get you to the 'friendly doc' who works for the syndicate.
 
High Tech Comms gear with the appropriate encryption. Keeps the local cops from listening in on your plans :D

Bugs, mini-cameras, etc, for getting dirt on local officials :oops: . Ueful from blackmailing your way out of a sticky situation. Or helps you get that bit of extra leverage....
 
My game was cancelled last time because too many people had work related conflicts. That simply means I have more time to plan. All these ideas are good. Some of them are the same as mine, some are not. I won't use everything since there is a chance 1 or 2 of my players might be lurking reading about my plans. 8)
But thanks for all the great input all the same. :)
 
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