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:
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.
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.
Ship Silhouette – The user enters their ship’s Silhouette.
Cargo Capacity – The user enters their ship’s Cargo Capacity.
Hyperdrive Class – The user enters the class of Hyperdrive being used by the ship.
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).
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.
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.
Hours of Combat Flight Time – The user enters the number of hours that the ship is in combat during the trip.
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.
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.
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
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.
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.
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.
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.
Days of Travel (Pre-Skill Check) – This cell is auto-populated with the base number of days required for the trip.
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.
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:
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.
Price Per Unit – The user enters the price per unit for the cargo selected.
Encumbrance – The user enters the encumbrance for the cargo selected.
Rarity – The user enters the rarity for the cargo selected.
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.
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.
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.
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.
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.
Units of Cargo – The box calculates the number of units that the user will be purchasing for transport based on the Cargo Percentage.
Total Encumbrance – This value is calculated by multiplying the Encumbrance and the Units of Cargo.
Base Cargo Value – This value is calculated by multiplying the Price Per Unit by the Units of Cargo.
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.
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.
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.
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.
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.
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:
Passenger Capacity – The user enters the Passenger Capacity for the ship.
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.
Current Location – Origin Planet
Destination – Destination Planet
Estimated Travel Time – Copied from the Operational Cost sheet.
Ticket Price – The Ticket Price per passenger is displayed here. This value is calculated based off of the Planet Information and Estimated Travel Time.
Ticket Revenue – The total ticket revenue is displayed here and is calculated from the Ticket Price times the Number of Passengers.
Cost and Fees Total – The Cost and Fees Total is displayed here and is calculated based off of the Planet Information.
Actual Travel Time – Copied from the Operational Cost sheet.
Percentage of Capacity – This is the percentage of passenger capacity that is full.
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.
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.
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.
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 |
1 million – 100 million |
100 million – 1 billion |
1 billion – 100 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
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.
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).
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.
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)
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.
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.
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.
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.
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.
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.
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)
Chewie goes to the Passenger Terminal tab and enters in the Passenger Capacity for the YT-1300 (6).
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.
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.
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
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.
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.
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.
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)
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.
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.
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.
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.