HI, everyone. I apologize if this is in another thread (& would appreciate a link), but I thought maybe I should start one with a [hopefully] sensible & searchable title so we can all gather our thoughts in one place.
I don't own all of the supplemental sourcebooks, so how is everyone handling fuel costs and general maintenance of their group's ship(s)? Maybe y'all can point me right direction of the right rulebook if I'm way off base, but here's my system:
Berthing & hangar fees
:
$100/day, give or take. (ex. in "Crates of Krayts" in the Beta Rule Book)
Shop/Garage fees
(for repairs): (Different from hangar fees, since they don't need to embark right away? Or the same, because moving the ship would be a hassle?)
Fuel
: (Improvised)
I use $5/square on the map, with a refuel after 6 squares or $30/tank.
(This is where good astrogation rolls would come into play.)
Repairs
: (based on pg. 245 of CRB)
$500/point of hull trauma for someone else to do it. (Right?)
First quarter of threshold takes 1 day per point.
Second quarter of threshold takes 1 week per point (until 25% damage is left).
Third quarter would be a three weeks or a month per point? (I haven't gotten that far.)
*(My biggest question is how much are materials if the party's mechanic does it her/himself? Should materials be half the cost?)
I realize that patch jobs are detailed on pg. 269, which presumes spare parts.
Attachments
: (the book says follow personal equipment rules on pg. 187 for installing--a couple of hours?!?--, but ten times the cost for ships. However, the prices are in the ship attachments section on pg. 269.)
No one's modded the ship, yet, but I guess I can presume that it's a hard mechanics check and half the cost of the mod for parts. Maybe I'll base the time on percentage of silhouette in hard points. (e.g., modifying a Z-95 Headhunter fighter with a 2-HP mod would take one week and one day in the shop? Thoughts?)
What else am I forgetting? Anyone else have anything come up?
- James