Week 5 in going to involve some gun running, so the crew purchases a full load of hypercharges for 2000 secs. This reduces their funds to 1175.
Imperia is an expensive planet, everything is at least double normal prices. However, the main limiting factor is space on the ship. The best way to think about this problem is how to remove as much stuff from the cargo hold. Some items have a specific home. The 27 side arms are in the vault and take up 3 CU. The Regen tank is in medical, taking up 4 CU. The vacuum skimmer is cool, but it really has to stay in the cargo hold taking of 10 of 60 CU. The heavy side arms, robots and u-suits can be distributed in the crew quarters. The hoppers have their own spaces. Naturally, 19 fuel units can be divided among the hoppers. Additionally, the four repair units can be placed in Engineering while the 20 life support units can be placed on the hoppers for storage.
There is now 50 CU available for items in the hold. The hoppers are too overloaded for use, not all the crew could escape on them due to the overpacking of equipment. Additionally, they should not be deployed because they crew doesn't want them damaged.
I need 1 fuel unit and a few more repair units. I can sell 2 U-bots, the side arms and some of the life support units. The crew lands at the Industrial site and finds an empty room to search. None of the items in this area are worth screwing up a trade opportunity, so they move on. Looking at the table for the Industrial site, I need to roll a 5 (U-bots), a 7 for repair units, 8 for fuel, 10 for life support and 11 for side arms. There are a maximum of 5 rolls per day as they take 2 hours each.
I get 5, 6, 10, 7 and 6. That's U-bots, a repairman, life support units, repair units and another repairman. Hmm. U-bots are 50 base price. The roll is a 3, or 5 times normal cost. They sell the bots for 500. It turns out life support units can't be sold here, so that roll is no good. Repair units are 5 each. The crew is going to take a chance on these and purchases 50 of them for 250.
The next day, day 3, they roll again. They have excellent luck and sell all 50 repair units for 20 secs each or 1000 total. They also decide to sell the four in storage for an additional 80. The engineers are praying they have some good rolls, but no. They get a 3 which ends day 3.
Day 4 doesn't go well. They purchase one fuel unit at a price of 2. Now they have a solid 20 fuel units or 10 per boat. No other good items appear.
Day 5, the crew hits the jackpot and can buy side arms at cost of 15 each. Side arms are good cargo because a box of 10 takes up 2 CU. It's now a question of how much cash they have. They have 2503 secs. They buy 123 of them, when combined with the 27 they already have, they have a total of 150 weapons. They take up 30 CU, so they have a bit of breathing room.
They take the rest of they day to get to the rough areas and I will roll for entry on the next morning.
Day 6, welcome to the roughs. The Zephyr encounters nothing on the way in to the area, but attempts a contact. They meet up with some rough characters, gun runners who have a ton of arms. The crew is loaded for bear with the ship and hopper guns, so this is not a concern.
They offer to buy the side arms for 5 each times 10. They take in 7500 less the 1845 they paid for them. The ship's account is up to 8158.
On day 7, they try again to meet up with the arms dealers. It doesn't work out, instead they meet up with a party of royal guards. Nothing comes of it.
The next day (EDIT - DAY 8!, I goofed), they get lost and have to boost the ship to a higher altitude to find their way out. A wasted day.
8 9, they move to orbit and dock at the space station. They may a payment and end the week with 6958. Each crewman receives 74 secs.
I am going to cut off at the end of Day
8 9. As a player, my inclination is to return to something safe and sure like that cargo run from Regari to Palatek. As a game master, this is where I would kick the players in the butt to make fun stuff happen.