Ship Maintenance / Fuel & Upkeep Costs

By jameswilletts, in Game Masters

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

I would never give specific numbers but I would say if you want to include upkeep costs for players, scale them as a realistic cost based on what you provide for rewards. For me the pricing in the books when you get to vehicles and ships along with associated parts is way too low, so I tend to mirror my costs more to real world costs. I know that approach makes people's skin crawl and I invariably get the "I don't want RL in my game!!! You have to understand Star Wars is different..." flogging, but that's just the way I do things.

Berthing & hangar fees :

$100/day, give or take. (ex. in "Crates of Krayts" in the Beta Rule Book)

I usually charge 50-100 credits initially, plus 25-75 credits per day beyond the first 2. The payment can be made up front or as they disembark. I always make this negotiable. If the destination dock is a swanky place then they will charge more.

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.)

I usually wrap refueling cost with docking fees. Every time they dock, they refuel.

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 detiled on pg. 269, which presumes spare parts.

I am AFB so I can't check 269, but I always assumed that the 500 credits was the cost in parts. Don't worry too much about how long it takes. This sort of thing should be "at the speed of plot" though if they want it rushed, obviously there should be only so much you can do in a short amount of time.

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?)

The cost of attachment is on page 269, the cost of modding those attachments are 1000 for the first, then 2,000 for the second, etc. That is the cost of the mod. If you are confused, I recommend you check out the section in the book on mods and attachments. Again, AFB so I cannot quote you an exact page.

As far as time, I would set a reasonable base time. This is largely based on the complexity of the mod/attachment and is not outlined in the book. Then I would let the threat/advantage or maybe even the magnitude of success determine how much less or more time it took over all.

Edited by kaosoe

Whatever you determine as reasonable for docking/maintenance fees, make sure and scale it depending on the system.

In a nice civilized planet with lots of competition, fees might be lower. In a remote world where you've got basically one starport, fees might be much higher.

In our campaign, the players are on Ord Mantell, which I view as having a lot of competition and more reasonable prices. If they go to a planet that's more remote or isolated they might find docking fees, refueling and repair costs to be higher by a multiple of 2, 3 or even more.

kaosoe is pretty spot on with this kind of thing, but I'll add my two credits into the mix for the docking.

A lot of other older books from the d6 line discussed the cost of docking fees, and they ranged from as little as 5 credits (a spot in a dirt field, and that's if they charge you) up to about 2,000 credits (for the really nice swanky places) per day. This, of course, does not include fuel or repairs, just a place to stay. Platt's Starport Guide from WEG gives a collection of sample starports with the services provided and the costs to dock there (which is where I've gotten those numbers from, if it helps)

Fuel has been argued for a while in the Star Wars RPG for years, and according to what I've seen in a post (below), we only see reference to a single fuel cell in an old WEG Adventure Journal, and we also see the cost of refilling a fuel cell at 10 credits/cell in Platt's Smuggler's Guide (again from WEG), but no note as to how many cells a ship has.

In the end, I found two ways to approach it: speed of plot estimates or number crunching.

"Speed of Plot" estimates is simply a way of saying "You need to refuel and this is what it'll cost you." Depending on where they are going and getting the fuel will determine the price. Normally, I make them refuel after four "range bands" on the galactic scale. For example, traveling from Coruscant to far into the Outer Rim would require a refueling, and again, that would depend solely on where they land and how well they negotiate.

Number crunching isn't as awesome in this game, but it does have it's place, especially with smaller "scout ships," snubfighters, and if the players think it's a good idea to start building up an armada (which has happened when I didn't implement fueling costs as a young GM; don't ask). The best approach to number crunching this would be here , but it is number crunching. That said, it does have a good feel for the type of stuff that needs to be done with a ship at certain intervals, especially so with military-based campaigns.

If it helps, I started calculating the sizes from Sil 1 ("Up to Small") and increased it by 1 each time.

For me it really depends on the game. The EotE Core Rulebook stays pretty vague on exact costs, even its price lists are not in stone and are intended to be adjusted in play.

I set fee's and service costs based on the type of campaign.

If the game is the smuggler living on the ragged edge campaign, then the costs will always be high enough to eat up the groups credits and force them to take on more risky jobs.

If the game is about an elite team of recovery specialists (bounty hunters) working for a powerful patron, then repairs and docking charges will probably not come up because the PC's don't pay them.

After everything is said and done, the prices should reflect the campaign. Do you need the PC's poor or not? ;)