Showing posts with label Illicit Cargoes. Show all posts
Showing posts with label Illicit Cargoes. Show all posts

Friday, July 24, 2026

D100 Random Slave and illicit cargoes table For the Clement Sector rpg & Outlaw: Crime in Clement Sector Campaign

 Here is a customized D100 Random Table for Slaves and Illicit Cargoes tailored specifically for the Clement Sector setting. This blog post picks right up from A d100 Dark Artifact table for The Clement Sector role-playing game especially for The Unmerciful Frontier: The CCA Sourcebook Third Edition



This table blends the distinct flavor of Clement Sector—featuring Uplifts (Bears, Alphas, Uplifted Dolphins/Apes), Neanderthals (Sub-Species), corporate espionage between mega-corps, black-market military gear, and high-tech smuggling.

D100 Table: Slaves & Illicit Cargoes

D100Cargo DescriptionCargo TypeDetails & Complications
01–03Indentured Uplift BearsHumanoid Cargo1d6 Uplift Bears in cryo-stasis. Falsified service contracts; escaping illegal combat pits.
04–06Unregistered Combat StimulantsNarcotic200 doses of "Rage-6". Banned across most subsectors due to psychosis risks.
07–09Political DissidentsHumanoid Cargo1d4 political refugees fleeing a planetary dictatorship in stasis pods.
10–12Bootleg Neural CyberwareIllegal Tech50 units of uncertified, black-market neural processors (high glitch rate).
13–15Contraband Firearm ShipmentMilitary100 military-grade Gauss Rifles marked with erased serial numbers.
16–18Stolen Gene-TemplatesCorporate / DataCryo-vials containing proprietary genetic modifications stolen from a mega-corp.
19–21Trafficked "Alpha" UpliftsHumanoid Cargo2d4 Uplifted Canines being trafficked for illegal domestic servitude.
22–24Unrefined Starlight-DustNarcoticHallucinogenic mineral harvested illegally from an uncolonized moon.
25–27Black-Market CyberneticsBionic20 cases of combat-grade cyber-limbs stripped from mercenary casualties.
28–30Escaped High-Security ConvictsHumanoid Cargo1d4 violent criminals who paid off a mid-tier starport director for transport.
31–33Illicit Military AI CoreIllegal TechA restricted military tactical AI housed in a heavily shielded, stolen casing.
34–36Uncut Diamond-Erbium OreSmuggled OreHigh-value industrial ore smuggled past system customs to evade heavy tariffs.
37–39Banned Genetic BioweaponCBRN / IllegalPressurized canister of a target-specific retrovirus (extremely dangerous to breach).
40–42Captive Neanderthal WorkersHumanoid Cargo2d6 uneducated Neanderthal workers being exploited for illegal asteroid mining.
43–45Stolen Corporate Trade SecretsData / CorporateAn encrypted data drive containing blueprints for an experimental starship engine.
46–48Unlicensed Medical NanitesMedical / Banned1,000 vials of unregistered cellular-repair nanites (banned due to mutation risks).
49–51Counterfeit Credit ChipsFinancial500,000 credits worth of forged bearer-chips (highly convincing, but flagged by banks).
52–54High-Yield Military Plasma ChargesExplosivesOrdnance stolen from an armory; volatile if exposed to hull vibrations.
55–57Kidnapped Corporate ExecutiveHumanoid CargoA high-ranking officer held in cold sleep for ransom by a rival syndicate.
58–60"Siren" Neural-Dampening DrugsChemicalChemical compound used to subdue captives during human trafficking.
61–63Poached Exotic Alien FaunaWildlifeLive, dangerous predatory specimens bound for a private planetary menagerie.
64–66Illegal Plasma Cannon AccessoriesMilitaryHeavy weapon power-cells adapted for civilian vessels without a permit.
67–69Trafficked Clone Blank PodsHumanoid / Tech1d4 brain-dead clone bodies stored in stasis, intended for organ harvesting.
70–72Sub-Dermal Tracking Bypass KitsBlack Market100 kits designed to cut out and mask official planetary ID tracking chips.
73–75Illegal Uplift DolphinsHumanoid CargoAquatic transport tank holding 2 Uplift Dolphins escaping illegal labor camps.
76–78Counterfeit PharmaceuticalsMedical10,000 doses of fake life-saving medicine destined for a struggling colony.
79–81Stolen Artifacts / RelicsCulturalHistorical Earth-era artifacts looted from an ancient vault or high-value estate.
82–84"Black-Ice" Hacking DeckCybertechHighly illegal cyberdeck loaded with offensive ICE-breaker software.
85–87Debt-Bonded Colony FamiliesHumanoid CargoA family of 5 tricked into predatory indenture contracts, being moved to a mining colony.
88–90Military-Grade Stealth PlatingStarship Tech10 tons of radar-absorbent hull coating stolen from a naval shipyard.
91–93Untaxed Luxury Alcohol & CigarsContraband50 crates of rare vintage wine and tobacco smuggled to avoid a 300% tariff.
94–96Experimental AI Companion UnitsIllegal TechSynthetic Androids equipped with unsanctioned sentient behavioral chips.
97–98High-Target WhistleblowerHumanoid CargoA scientist holding proof of a mega-corp's crimes; targeted by corporate hit squads.
99–00Unstable Antimatter Micro-CellsHigh DangerExtremely illegal, high-value energy cells. Hull breach causes immediate ship loss.

Referees' Rules of Thumb for Handling Illicit Cargo

  • Customs Inspections: When entering system space near high-law worlds (Law Level 4+), roll 2D6. On a roll higher than the local Law Level, a patrol boat will conduct a routine sensor sweep. Concealed cargo bays require a successful Electronics (Sensors) or Engineering check to build, and an opposing Investigate or Recon check by customs officers to discover.

  • Value & Black Markets: Selling illicit cargo on the black market typically yields 150% to 300% of standard cargo value. However, human/uplift trafficking carries severe legal penalties across most civilized sectors (immediate ship seizure, execution, or life imprisonment).

  • Stasis Pod Complications: Humanoid/Uplift cargo in stasis pods requires a successful Medic check every 2D6 weeks to ensure the pods do not suffer power fluctuations or life-support failure.