Fuel and docking costs?

By Alderaan Crumbs, in Star Wars: Edge of the Empire RPG

Any advice on or sources that have these would be appreciated! That's it. :)

Edited by Alderaan Crumbs

I was using cost for fuel and docking from old WEG book. But i can' remember which one it was. In my games fuel are priced 50cr for fuel cell. One fuel cell can be used to make a hyper jump, 1 hour flight in atmo or 1 day in space. Ship can have 50 fuel cells. As for docking cost it depends on the planet anything between 10-300 cr per day.

The Tramp Freighters supplement from West End Games had docking fees running from 50 to 150 credits per ship per day, depending on how busy/sophisticated the starport in question was.

The cost for restocking fuel and consumables was as follows: (Base fee) times (total number of crew and passengers) times (number of days since last restocking). The base fee ran from 10 credits for most starport and up to 35 credits for out-of-the-way places that had to pay a premium for importing resources.

Theres something in the works on just this topic, but I have no idea how far off it will be.... ;)

RebelDave had a topic on this awhile ago.

While we are waiting for 'topsykrethushedyhush' I pulled my detailed reply to his thread. :D

For players, I use the Field Ration Pack as a basis for food. 5 Credits per meal (on a dollars to credits comparison) is pretty reasonable. 3 meals a day, 15 credits/person/day. I'd offer some kind of discounted rate for bulk buying, however. If you buy a pound of hamburger and a Helper mix, you're going to spend more than if you bought 10 pounds and as many Helper boxes, or just milked a larger purchase offer.

For the sake of argument, let's say that it takes 3 weeks to travel the length of the Perlemian Trade Route from end to end. On this run, we're going to be smuggling some Booster Blue. Each crate takes up 3 Encumbrance worth of space/weight, and contains 100 doses. We can get paid 750 credits each crate, minimum.

Our contact is letting us fill up our hold. With a full crew, our pantry stocked, our water tanks filled, and our fuel topped off, we can carry 55 crates worth of this stuff.

So, we spend 3 weeks traveling to Coruscant, managing to avoid any unwanted attention. With a little luck, we land on planet without customs officials to check us out. It's the busy season for trade on Coruscant and they simply don't have the time to send an official for our inconsequential ship.
First time for everything....
A buyer offer 900 credits per crate, giving us 49,500 Credits for the shipment.
We had an in with a supplier, so we only had to pay 500 credits per crate. We bought our hold full for 27,500 Credits, netting a profit of 22,000 Credits.
But that's before our expenditures.
It cost us 1,000 Credits to dock at a reputable location. This fee includes a secure storage of our ship, and a hardline connection to a power grid for 24 hours. It would cost an additional 500 Credits per day if we wanted to stick around. The first 500 handled the initial paperwork that has to be sent off to BoSS.
It's not hard to find a starship dock that will handle ONLY the BoSS paperwork, but that price goes up the further from the Core Worlds you get. Secure facilities and power hard lines become even MORE expensive under the same circumstances, though major ports tend to keep prices down due to competition.

If we had to do without the power line, our ship could stay in low power mode for over half a year, though we'd run out of consumables LONG before that happened.

Now, we've completed the business deal and need to get ready for our next run.
Fuel will be our biggest expense. It costs us 1,000 credits/weeks worth of fuel in the Core Worlds. I've seen this price go as high as 2,500 Credits if you get too far out of the way. Again, major trade lanes tend to keep this price down, so we're better off doing our shopping as close to one as we can get.
It'll cost us about 5 Credits for enough water for one of our crew to get through a day. Water rich planets and trade routes may be cheaper, but Tatooine will see you paying between 15-20 credits per person per day. Moisture farmers only produce so much, you know, and they like to gouge off-worlders.
So, we need 3 weeks worth of everything. If you know a guy, or can sweet talk someone, sometimes you can get a bulk discount. This is especially handy with those massive ships that make several runs before having to stop, or just run straight across the galaxy. For us, though, with only 2 months worth of anything, some things are easier to get a deal on than others.

In conclusion....

Food: 5 Credits/Person/Meal or 150 Meals for 650 Credits

Adjust if needed.

I'd probably go no higher than doubling the price, and that under extreme duress. Only on a backwater planet that specifically imports food. The further away they would have to import FROM, the higher the cost.

Water: 5 Credits/Person/Day or 100 "Gallons" for 400 Credits
Again, adjust if needed.

I'd max out as 20 Credits, but only under specific circumstances.

Fuel: 1,000 Credits/Week

Probably no higher than 2,500 credits. Treat your max fuel the same as your max consumables. After all, technically, fuel is a consumable.

Docking: 500 Credits for BoSS Compliance, 500 Credits for secure facility with power

Increasing the further you get from Core Worlds and Trade Lanes.

Security and Power should increase higher and faster than BoSS compliance. It wouldn't be totally unreasonable to go as high as 5,000 Credits for this if you are in some REALLY shady places.
BoSS is law across the Galaxy. You may be gouged a bit, but probably no worse than 1,000 even in some remote places. If you haven't checked in with BoSS in awhile (some planets may not recognize or adhere) then your next port-of-call may charge double for the large amount of data that they have to send for you.

This journey would leave us with a profit of 15,130 Credits after all is said and done. But we got lucky this time. We didn't have to bribe anyone, we got a pretty decent price on our sale, and a hell of a deal on our purchase. We also got some bulk deals on our food and water, though we might have been able to shop a little bit better.

This cargo put us in some amount of danger, though. If we had been caught, it would have sealed a one way trip to Kessel for all 8 of us on board. So, it paid better in return. If we had taken a safer cargo, we would not have been able to make such a profit.


Hope this was both helpful and entertaining. ^_^

EDIT: Almost forgot to mention; the 3 weeks travel time was assuming a Class 1 Hyperdrive. Increased time for higher Class, decreased by half for a .5.
But I'm sure you knew that already, you smarty pants, you! :D

RebelDave had a topic on this awhile ago.

While we are waiting for 'topsykrethushedyhush' I pulled my detailed reply to his thread. :D

For players, I use the Field Ration Pack as a basis for food. 5 Credits per meal (on a dollars to credits comparison) is pretty reasonable. 3 meals a day, 15 credits/person/day. I'd offer some kind of discounted rate for bulk buying, however. If you buy a pound of hamburger and a Helper mix, you're going to spend more than if you bought 10 pounds and as many Helper boxes, or just milked a larger purchase offer.

For the sake of argument, let's say that it takes 3 weeks to travel the length of the Perlemian Trade Route from end to end. On this run, we're going to be smuggling some Booster Blue. Each crate takes up 3 Encumbrance worth of space/weight, and contains 100 doses. We can get paid 750 credits each crate, minimum.

Our contact is letting us fill up our hold. With a full crew, our pantry stocked, our water tanks filled, and our fuel topped off, we can carry 55 crates worth of this stuff.

So, we spend 3 weeks traveling to Coruscant, managing to avoid any unwanted attention. With a little luck, we land on planet without customs officials to check us out. It's the busy season for trade on Coruscant and they simply don't have the time to send an official for our inconsequential ship.

First time for everything....

A buyer offer 900 credits per crate, giving us 49,500 Credits for the shipment.

We had an in with a supplier, so we only had to pay 500 credits per crate. We bought our hold full for 27,500 Credits, netting a profit of 22,000 Credits.

But that's before our expenditures.

It cost us 1,000 Credits to dock at a reputable location. This fee includes a secure storage of our ship, and a hardline connection to a power grid for 24 hours. It would cost an additional 500 Credits per day if we wanted to stick around. The first 500 handled the initial paperwork that has to be sent off to BoSS.

It's not hard to find a starship dock that will handle ONLY the BoSS paperwork, but that price goes up the further from the Core Worlds you get. Secure facilities and power hard lines become even MORE expensive under the same circumstances, though major ports tend to keep prices down due to competition.

If we had to do without the power line, our ship could stay in low power mode for over half a year, though we'd run out of consumables LONG before that happened.

Now, we've completed the business deal and need to get ready for our next run.

Fuel will be our biggest expense. It costs us 1,000 credits/weeks worth of fuel in the Core Worlds. I've seen this price go as high as 2,500 Credits if you get too far out of the way. Again, major trade lanes tend to keep this price down, so we're better off doing our shopping as close to one as we can get.

It'll cost us about 5 Credits for enough water for one of our crew to get through a day. Water rich planets and trade routes may be cheaper, but Tatooine will see you paying between 15-20 credits per person per day. Moisture farmers only produce so much, you know, and they like to gouge off-worlders.

So, we need 3 weeks worth of everything. If you know a guy, or can sweet talk someone, sometimes you can get a bulk discount. This is especially handy with those massive ships that make several runs before having to stop, or just run straight across the galaxy. For us, though, with only 2 months worth of anything, some things are easier to get a deal on than others.

In conclusion....

Food: 5 Credits/Person/Meal or 150 Meals for 650 Credits

Adjust if needed.

I'd probably go no higher than doubling the price, and that under extreme duress. Only on a backwater planet that specifically imports food. The further away they would have to import FROM, the higher the cost.

Water: 5 Credits/Person/Day or 100 "Gallons" for 400 Credits

Again, adjust if needed.

I'd max out as 20 Credits, but only under specific circumstances.

Fuel: 1,000 Credits/Week

Probably no higher than 2,500 credits. Treat your max fuel the same as your max consumables. After all, technically, fuel is a consumable.

Docking: 500 Credits for BoSS Compliance, 500 Credits for secure facility with power

Increasing the further you get from Core Worlds and Trade Lanes.

Security and Power should increase higher and faster than BoSS compliance. It wouldn't be totally unreasonable to go as high as 5,000 Credits for this if you are in some REALLY shady places.

BoSS is law across the Galaxy. You may be gouged a bit, but probably no worse than 1,000 even in some remote places. If you haven't checked in with BoSS in awhile (some planets may not recognize or adhere) then your next port-of-call may charge double for the large amount of data that they have to send for you.

This journey would leave us with a profit of 15,130 Credits after all is said and done. But we got lucky this time. We didn't have to bribe anyone, we got a pretty decent price on our sale, and a hell of a deal on our purchase. We also got some bulk deals on our food and water, though we might have been able to shop a little bit better.

This cargo put us in some amount of danger, though. If we had been caught, it would have sealed a one way trip to Kessel for all 8 of us on board. So, it paid better in return. If we had taken a safer cargo, we would not have been able to make such a profit.

Hope this was both helpful and entertaining. ^_^

EDIT: Almost forgot to mention; the 3 weeks travel time was assuming a Class 1 Hyperdrive. Increased time for higher Class, decreased by half for a .5.

But I'm sure you knew that already, you smarty pants, you! :D

Don't forget the septic dump and processing.. :-) There are fines for Dumping in space ya Know? Pollution fines... and Other pilots hate getting your crap all over their windshield

No idea if this is advice that is wanted or whether I am just going to sound pedantic (unintentionally) but I always work with "implied costs" for these things. Meaning I do not tell the playeers about the credits they need for food and docking and fuel and hotel stays but I see them as added to their balance in an implied fashion. So in that way they need not worry about such costs unless it somehow factors into the game. In that way the credits they have can be spend on personal gear or something that is a factor in the story.

I understand why that wouldn't work for some groups but I have set down at Pathfinder tables that may as well have been called "Book Keeping the RPG" and eye rolled so hard my head hurt...

Edited by DanteRotterdam

Calculating day to day fuel/food costs gets way to into minutia for me. I generally tend to use the "Consumables" section of a starships stat sheet. Also when I feel my PC's have a overflow of cash, Guuuuuesssss whaaaaaat, the ship needs to be restocked. Use it more as a tool for restricting credit flow, and keeping your PC's in want of money than as a solid day to day expense. Just my two creds.

I was using cost for fuel and docking from old WEG book. But i can' remember which one it was. In my games fuel are priced 50cr for fuel cell. One fuel cell can be used to make a hyper jump, 1 hour flight in atmo or 1 day in space. Ship can have 50 fuel cells. As for docking cost it depends on the planet anything between 10-300 cr per day.

I use very similar costs as above, except I allow the ion engines to run off the starship's generator(s) and only use fuel for Hyperspace (per full day's travel or 1 day if less, saving time also saves fuel). Also I worked the cost depending on Silhouette: 25cr per day's travel for a Sil 3 ship, then doubles for each Sil higher (50cr for Sil4, 100cr for Sil5 etc..). All starships, regardless of Silhouette, have enough fuel for 50 days hyperspace travel.

Haven't had a situation yet where the ship is reduced to using it's back-up hyperdrive, but I would be tempted to have this run off the generator(s) too (as it takes so long to travel).

Also agree with recommendation from Whafrog :

https://community.fa...p-repair-rules/

I was using cost for fuel and docking from old WEG book. But i can' remember which one it was. In my games fuel are priced 50cr for fuel cell. One fuel cell can be used to make a hyper jump, 1 hour flight in atmo or 1 day in space. Ship can have 50 fuel cells. As for docking cost it depends on the planet anything between 10-300 cr per day.

I use very similar costs as above, except I allow the ion engines to run off the starship's generator(s) and only use fuel for Hyperspace (per full day's travel or 1 day if less, saving time also saves fuel). Also I worked the cost depending on Silhouette: 25cr per day's travel for a Sil 3 ship, then doubles for each Sil higher (50cr for Sil4, 100cr for Sil5 etc..). All starships, regardless of Silhouette, have enough fuel for 50 days hyperspace travel.

Haven't had a situation yet where the ship is reduced to using it's back-up hyperdrive, but I would be tempted to have this run off the generator(s) too (as it takes so long to travel).

Also agree with recommendation from Whafrog :

https://community.fa...p-repair-rules/

And what fuel are the generators running off of?

I'd say set it where you think is a good cost to make your PCs feel the pinch without being oppressive necessarily. That will depend entirely on the amount of cash you typically award them. It's a McGuffin in reality otherwise.

Holy crap, I forgot I asked this! Apologies to everyone! Your answers are helpful and appreciated.