One:
         HT-2200 Modified Medium freighter:    "Wipe Out"
Stats:  All stock except for changes below;
    Capsule:  This is used for Damage ship recovery. The Pulse Laser Cannons have been replaced with Tractor beams for ship recovery.  Passenger area is converted into a five bed Med. bay with two 2-1B Surgical
Droid and one Bacta tank for pilots that need it.

  Two:
       Modified Gallofree Medium Transports:  Name's “Over worked & Under Paid”
Stats: All stock except for changes below
    Capsule:  These two ships are used for is to Layout the Markers for a race, and pick them up at the end. they are  modified to lay out and retrieve the Markers that
are used to mark the race course. Tractor beams have been fitted four and aft are used to move the buoys into position and pull them back into the cargo bay. Inside
the buoys are stored by several asps, by simply pushing them with there repulsers on.

   One:
       Modified Corellian Corvette: Name  “Finish Line”
Stats:  All stock: The current set up only requires 30 crew members to run the ship and can carry 300 passengers.
    Capsule: This is the hart of the Racing Guild.  It is equipped with the computer that is responsible for tracking the progress of any given ship around the race course
using the “Transmitter” & “Marker” system (see race rules).   A staff of 50 monitor the race using the computer.  A board room fitted with a Holo projector is used
to show the racers the course lay out before the race, and go over the rules.
   
   Twelve:
       Cloakshaped Fighters:  "The Defenders"
Stats: All stock, with hypersled
   
   2,000 Buoys:
       The buoys are what make up a “Marker” 4 buoys make one Marker.  The buoys have a simple computer system that is patched into the Finish Lines
computer.  The computer system receives a ships Transmitter #  and sends it to the Finish Line.

   500 Transmitters:  (See rules)

   6 R5 astromech Droids:
       The R5’s are used to check out any ship that wishes to enter a race.  The are programmed with All the rules and make sure that the ship complies to them.
Stats:
Dex: 1D
Know: 1D
   Race rules; 5D
Mech: 1D
Per: 1D
Str: 1D
Tech: 2D
   Computer programming/repair 4D, Space transport repair 4D

   2 LE Repair Droids:
       Each LE Droid has 3 R5’s reporting to it, on a ships compliance or non-compliance to the Race rules.  After the ship is checked out the LE fits the ship with the
Transmitter, and places the ship in the scoured guarded area.
Stats:
Dex: 1D
Know: 2D
   Race rules: (S) MORRA 3D
Mech: 2D
   Astrogation; 2D+1, communications 3D, sensors 3D
Per: 3D (up from 2D)
Str: 2D
Tech: 2D
   Capital starship repair 4D, computer programming/repair 5D, space transport repair 3D


   2 K4 Security Droids:
       Are used to guard the ship holding area.
   Stats: Stock

   8 Asp Droids:
       Used in "Over Worked & Underpaid" they move buoys to and from the cargo bay doors so they can be moved into there position along the race course.
   Stats: Stock

   120 human personnel:
       These people are the back bone of the Races Guild.  They ensure that all rules are up held.  From race promotion to ship check out humans are used to run the
guild.  All Personnel get there orders through a simple chain of command. The top being
Chef Steward who is always “Kaytan Cynta” (See Guild founder)  below him are thoughts that make sure his orders are carry out. Chef of  Comp control (is
responsible for the Finnish Line computer). Chef Course Marshall ( Responsible for the race course). and Chef Inspector (Makes sure all ships comply to the rules).
   Stats:
       44: Ships crew, All stats 2D except  Mech: 3D;  Astrogation, Space transports, Starship shields, communications, sensors, ALL 4D
       50: Computer operations personnel. All stats 2D except Tech: 3D; Droid programing, Computer programing/repair, Security, ALL 4D
       26: Operational personnel. All stats 2D except Know 3D: Race Rules;  Bureaucracy;  Business (S) MORRA 5D; Race Rules: All 4D

   Starting Credits: 5,000 Capital