Consumables for Space Ships

By RicoD, in Star Wars: Edge of the Empire RPG

I couldn't find a definitive reference in the core book, but maybe I'm just blind.

Every Ship has an entry for Consumables.

As an example, for the YT-1300 it says Consumables: 2 Months. (I think)

My impression was that this consumables entry covers food, water and life-support for the maximum passenger count of the respective ship you're looking at.

What else do consumables cover, for how many people does "one unit" of consumables provide, how much do they cost and how readily available are they in your generic space port?

If anyone could point me in the right direction or provide some guidelines that would be super.

We are currently using the 5 credit rations for every day that the party is in transit, wich just feels wrong.

Thank you very much in advance.

Greetings and have fun in the Outer Rim!

I believe they are kept vague intentionally, for the groups that don't want to get too much into details that could be considered little but structured enough (the consumables limit on ships) so that other groups can houserule the specifics.

"Consumables" has been translated as "Autonomie" (autonomy) in my German EotE CRB. I therefore interpreted that Consumables cover everything that the ship needs to keep flying independently without the need to visit a space port, for example fuel, food, water, life-support, energy, ammunition for ship weapons,...

For the games in which I am the GM, I ruled that a 1 day supply of consumables for a size 4 ship costs 100Credits (Rarity 0, prize is of course dependent on location). i haven't included any parameters like actual pasenger count or flight mode (hyperspace jump, flight in real-space, space fight,...) in the consumption rate yet. A size 4 ship and it's crew simply consume 1 day of Consumables each day the ship is not staying powered down. I'll probably adapt the consumption rate if the players would deliberately fly a ship for example either with minimal crew, with more persons than maximum crew or in a prolounged space battle but such a situation hasn't happened yet.

But yes, I agree that the rules are kept vague intentionally.

Edited by FeBommel

It's left vague so as to be usable as a story element more than a tracked resource.

Unlike dungeon crawl type games where you need to track food and water to ensure that the players don't just set up camp after every encounter to regains those "once per day" spells and such, Star Wars mechanics are set by-encounter and session.

So while you CAN go "Ok you're in hyperspace for three days, tick off nine meals and three days of fuel" there's really no mechanical benefit to doing so.

Story-wise however you can use consumables to push the story in one direction or another in a believable fashion. "OK, this secret hyper corridor is 3 months long and your ship has a consumables of 3 months. So once you get to your destination you'll have to have a plan to refuel if you ever want to see Corellia again." Or give you something to work with on dice rolls "Yeah, you rolled well on that Astrogation.... but you also rolled 3 threat.... you arrive safely, but ran low on fuel half way there and had to lose two days in line at Keeleman depot refueling."

Food, fuel, whisky. Whatever other McGuffins you like.

Don't we assume the PCs have food. I never bother unless survival is a plot point

Edited by Orjo Creld

I figured something like this was the case.

Thanks for the pointers guys!

I basically just want to use it as a simple, not too extreme, money sink that can make a bit of trouble if they're aren't careful, but also doesn't feel too convoluted.

I'm sure I can come up with something :)