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vong Jedi
Joined: 30 Aug 2006 Posts: 6699 Location: Ottawa, Canada
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Posted: Fri Sep 01, 2006 11:11 pm Post subject: Starship related prices |
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So, i was wondering, what would different starship modifications cost, what would repairs usually cost (both general ware, and damage)
upgrades include better shields, better hull, stealth, long range observatoin scanners, more guns, and so on and so fourth. i have looked and havent seen any on the forums. curious where i might find them _________________ The Vong have Arrived
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Jamfke Admiral
Joined: 20 Jul 2005 Posts: 4675 Location: Tennessee
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Posted: Sat Sep 02, 2006 12:21 am Post subject: |
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If you have access to Galaxy Guide 6: Tramp Freighters, you'll find it there. If not, well...I suppose someone might be able to list some of that stuff for you here. _________________ Check out some of my games at DriveThruRPG!
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garhkal Sovereign Protector
Joined: 17 Jul 2005 Posts: 14168 Location: Reynoldsburg, Columbus, Ohio.
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Posted: Sat Sep 02, 2006 1:40 am Post subject: |
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As you wish..
Code: | New item Cost and availability Tonnage required
Hyperdrive
X1/2 50,000-90,000 credits, +15,000 installation Av 4 20t
X1 15,000 Availability 2 18t
X2 10,000 Availability 2 15t
X3 7,000 Availability 1 12t
X4 4,000 Availability 1 10t
X5 2,500 Availability 1 8t
Ion engines
Model Space rating
Starscream-9 12 500,000 (military only) 24t
Boshaa-C’hi 10 100,000 (black market only) 18t
Corellian evader GT 8 50,000 (f) 16t
Incom starslinger 6 20,000 (f) 12t
SoroSuub Boav 4 10,000 (2) 10t
Shield generators
1D 4,000 6t
2D 10,000 8t
3D 20,000 10t
Weapons
Wpn F.cont Dam Cost Tonnage
Light blaster cannon 1d 1d 1,000 1t
Light laser cannon 2d 2d 1,500 2t
Heavy laser cannon 2d 5d 3,000 4t
Turbolaser 3d 7d 9,000 (ILLEGAL) 5t
Light ion cannon 1d 2d 1,000 .5t
Medium ion cannon 2d 3d 1,500 1t
Heavy ion cannon 4d 4d 3,000 2t
Proton torp launcher 2d 9d 2,500 2
Torps - - 800 -
Concussion missile launcher 1d 8d 3,500 3
Concussion missiles - - 500 -
Sensors.
Electro photo 300 credits
Full spectrum transceivers 500 credits
Dedicated energy receptors 600 credits
Life form indicators 800 credits
Sensor jammers 4,000 credits (X) Causes –2d to opponents sensor skill to ID the ship, but give +1d to detect it
Sensor decoys 2,000 credits (F) adds +2d to the diff to detect which is the ship and which is the decoy.
MISCEL
Solid fuel converter 8,000 5t
Scoops 15,000 15t
Solar converter 12,000 10t
Tractor beam (has stats of 2d F.C and 2d str) 8,000 15t
Secret compartments 200/ton to be hidden 5 per 1 ton
Auto cargo jettison 1,000 1t
Passenger conversion 1,000/person 1t/person
Refrigeration 100/ton converted 1 ton per 20
Escape pods 1,200 5t
Environmental converters 4,000 4t
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vong Jedi
Joined: 30 Aug 2006 Posts: 6699 Location: Ottawa, Canada
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Posted: Sat Sep 02, 2006 11:50 am Post subject: |
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do thoes prices include installation, or how much would that be extra?
or how hard would it be for a player to self install some of these?
edit: as well, how much does reparing a ship usually cost, and fuel and such _________________ The Vong have Arrived
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Jamfke Admiral
Joined: 20 Jul 2005 Posts: 4675 Location: Tennessee
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Posted: Sat Sep 02, 2006 1:08 pm Post subject: |
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Depending on the system being repaired, the cost runs between 10 to 35% of the ship's original purchase cost as if it were a new ship. You can cut the cost by almost half if you scrounge up used parts. The cost for hiring a mechanic to get the repairs done is about the same price as the parts being replaced.
For modifications, you have to rent a fully equipped repair bay, which runs about 100 creds a day. The prices listed above are for new parts only, used parts cost about half. The labor cost is between 20 to 50% of the listed price for the modification. If you're in a hurry and need to get out of the area quickly, you can get the job done in half the time, but have to pay nearly twice the costs for the labor in overtime pay.
Self installation cuts out the cost for the mechanic, everything else is priced the same. The difficulty to repair or modify a ship's systems depends on how skilled your mechanic is, and how badly damaged the system is. The GM decides what the difficulty score is for each system to be repaired, and how long it will take to fix it.
Minor repairs, refueling, and restocking the ship's consumables and the like are usually included in the standard docking fees of a starport. These will vary depending on the quality level of the docking services, usually from 50 to 150 credits a day. _________________ Check out some of my games at DriveThruRPG!
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vong Jedi
Joined: 30 Aug 2006 Posts: 6699 Location: Ottawa, Canada
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Posted: Sat Sep 02, 2006 1:27 pm Post subject: |
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kool, but me being the gm, i have to decide the difficulty for reparing. im gonna guess that minor damage will be ease, up to major damage being very difficult..
does that sound about right? _________________ The Vong have Arrived
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Jamfke Admiral
Joined: 20 Jul 2005 Posts: 4675 Location: Tennessee
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Posted: Sat Sep 02, 2006 1:52 pm Post subject: |
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Yup, that's about right. It really depends on what was damaged for specific difficulties. Sometimes damage to a ship will reduce its maneuverablity or shields. For each D lost it goes up from easy to very difficult.
Like for Maneuverability it's 1D Easy, 2D Moderate, 3D or worse Difficult.
For Shields it's 1D Easy, 2D Moderate, 3D Difficult, 4D or worse Very Difficult.
Replacing a drive costs 35% of the vehicle's new cost and requires a Difficult repair roll.
Hyperdrives require a Moderate repair roll to fix. _________________ Check out some of my games at DriveThruRPG!
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vong Jedi
Joined: 30 Aug 2006 Posts: 6699 Location: Ottawa, Canada
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Posted: Sat Sep 02, 2006 2:20 pm Post subject: |
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now, lets say you want to upgrade your shields from 1d to 2d. do you have to replace the current sheild gen, and buy a new 2d, or can you simply buy a 1d one to add to it. _________________ The Vong have Arrived
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Jamfke Admiral
Joined: 20 Jul 2005 Posts: 4675 Location: Tennessee
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Posted: Sat Sep 02, 2006 2:24 pm Post subject: |
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You pretty much have to replace the generator. The rules say it's the same as impossible to upgrade a generator beyond its original strength. So, you'd have to buy a new system. Of course you can trade in your old one for about 15% of its cost. _________________ Check out some of my games at DriveThruRPG!
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vong Jedi
Joined: 30 Aug 2006 Posts: 6699 Location: Ottawa, Canada
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Posted: Sat Sep 02, 2006 2:32 pm Post subject: |
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and of course, im guessing that the tonnage req comes out of the ships storage copacity.
gotta love lots of basic questions eh _________________ The Vong have Arrived
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Jamfke Admiral
Joined: 20 Jul 2005 Posts: 4675 Location: Tennessee
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garhkal Sovereign Protector
Joined: 17 Jul 2005 Posts: 14168 Location: Reynoldsburg, Columbus, Ohio.
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Posted: Sat Sep 02, 2006 5:11 pm Post subject: |
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vong wrote: | do thoes prices include installation, or how much would that be extra?
or how hard would it be for a player to self install some of these?
edit: as well, how much does reparing a ship usually cost, and fuel and such |
As Jamfke said, the prices are for the units themselves. As to repair costs and such, give me a little while and i will post that section. Most damage actually starts out as moderate for repairs, and goes up to heroic for fixing.. _________________ Confucious sayeth, don't wash cat while drunk! |
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Kayle Skolaris Lieutenant Commander
Joined: 10 Mar 2006 Posts: 224 Location: Brandon, MS
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Posted: Sat Sep 02, 2006 6:42 pm Post subject: |
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2nd Edition R&E makes it possible to modify shields for better performance. |
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vong Jedi
Joined: 30 Aug 2006 Posts: 6699 Location: Ottawa, Canada
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Posted: Sat Sep 02, 2006 6:58 pm Post subject: |
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Kayle Skolaris wrote: | 2nd Edition R&E makes it possible to modify shields for better performance. |
where in the book does it say that? _________________ The Vong have Arrived
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Kayle Skolaris Lieutenant Commander
Joined: 10 Mar 2006 Posts: 224 Location: Brandon, MS
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Posted: Sat Sep 02, 2006 7:56 pm Post subject: |
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Star Wars 2nd Edition Revised and Expanded page 62, at the top, left column. |
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