Starship maintenance - Parts and cost resources?

By Norsehound, in Game Masters

Hi all, I'm thinking about starting up my shipjacker company campaign with a few friends of mine. I've already laid some of the groundwork, but when it comes to costs and figures I feel like I'm winging it more than I'd like.

The reason I'm asking this is because what I'd like to do is allow players to steal ships, fix/scrap them, and then sell them (or their parts) to potential customers. With a lot of these starship bits about I wanted to know if someone has a resource giving general ballpark figures for starship components?

Operational costs covers repairing and refueling your ships, but doesn't talk about typical components, models, and their costs. System failure is useful though.

The link for Expanded Rules for starship repair is dead.

I looked, I didn't see anything matching what I was looking for. I'm gonna guess there is no resource, but I wanted to ask, and if there was no resource if anyone could give me some tips to guide how I should cost things?

For instance how much would a hyperspace motivator go for? A complete landing gear assembly? Is there a ballpark figure for these things? What's a good starting figure for the latter, 100 credits or 1000?

Ah, I read your OP too quickly. As far as I know there isn't a breakdown of cost of components. The closest you could probably get is to use the price of ship modifications (sensor arrays, high output ion engines, etc) as a guide. Several sourcebooks have more options than those available in the core book.

In all honesty though, this game doesn't really go into that level of detail, and what detail it has seems arbitrary. For example, there is only one "High-Output Ion Turbine", and it costs the same no matter what ship it's put into, which doesn't really make sense...but then most games will have their players running around in Sil3 or 4 ships, so most of the time it will be fine.

Yeah you're going to make this one up as you go. So far there's nothing that detailed and I don't expect there to be anytime soon. The devs seem to take a more cinematic approach to most things, with the expectation that in a campaign like you describe, the value of the ship components will be whatever the story and GM need them to be.

All right. I'm not surprised this area hasn't been covered, though I thought with things like the maintenance guide that perhaps someone may have tried something similar?

What I guess I could do is categorize a few general components, make some modifiers based on what they are, and create some charts.

I figure a resource like this could be useful for a few GMs where players might like more of the nuts and bolts of operating their own ship. It's a little crunchier than being cinematic, but what if your cinema is this kind of garage-running operation and you want things to feel more solid and less arbitrary? I mean, if I have an engine, six motivators, and two quad laser cannons to tell I'd like to have a ballpark figure to start with instead of rolling a D6 x 1000 for every pile of parts.

Thanks guys.

So Google is awesome: Starship Repair Rules

I pretty much forgot there was an AoR board on these forums. Guess they're useful for something.

I've been working on yet another supplement that (when finished) I think will have exactly what you are looking for. It includes starship repair rules that has built upon others' work, modified it, streamlined it to my own personal liking. The repair rules involve a simplified Spare Parts rule that also incorporates scrapping of equipment, vehicles, etc. to come up with spare parts. Thus, it also would be helpful for someone wishing to run a campaign involving salvage.

But, I'm slow. It's close to a very, very rough draft that I could send you especially if you are willing to provide critique and play testing! :)

Those starship repair rules Nevermind linked are similar to "Operating costs", they don't cover individual components but have some interesting tables.

That does sound useful Sturn, if you wanted to share it with me.

Well, here's a short list of a few part prices I came up with after the group had to repair their Gozanti-class Armed Transport.

Weapons: (3) Power Actuators (3,000 credits each) (one for each weapon system)
Shields: Field Distribution Arrays (5,000 credits)
Sublight Drives: Circuit Alternators (10,000 credits)
Sensors: (2) Projection Dish (3,000 credits each) (1 to restore Med Range, 1 to restore Long Range)
Life Support: Air Compression Canisters (5,000 credits)

In this case, they obviously had to beg, borrow, deal, or steal the parts for Life Support and Sublight Drives, but the other systems were optional and acquired over the course of two sessions. They had different options for acquiring funds or trying to steal certain parts. These few sessions were held in the shadowport Point Nadir and ended up being very fun. I'm sure you're looking to make a more extensive list, but hopefully this helps.

Well, looking at least with something to start with. I'm thinking there would be a base cost for something, and then a multiplier attached to it based on ship silhouette size and rarity.

I realize this aspect is going to get a little crunchy, but I want something plausible. I'd like players to feel rewarded if they scrap a trashed Nova Courier and sell off the engines, over something like a dirt-common YT-1300.

Edited by Norsehound