Fuel and resources.

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

Seen as we are on the topic, does anyone have any ideas on how to deal with droids in terms of life support and consumables? Like Dave, I consider Max Crew plus Max Passenger's to be the Life Support limit. I know RebelDave suggests just charging for consumables in his doc and then not having them count towards life support limit. Anyone else have any ideas on this? Don't want to be giving my droid players too easy a time :P

Seen as we are on the topic, does anyone have any ideas on how to deal with droids in terms of life support and consumables? Like Dave, I consider Max Crew plus Max Passenger's to be the Life Support limit. I know RebelDave suggests just charging for consumables in his doc and then not having them count towards life support limit. Anyone else have any ideas on this? Don't want to be giving my droid players too easy a time :P

Well, droids that are deactivated and stored as cargo don’t need to use any consumables.

Droids that are not deactivated would require power and take up a certain amount of space (especially when moving around), but would not need air, food, or to use the refresher. So, maybe their power requirements are equally expensive compared to the air/food/refresher requirements of “meatbags”?

Seen as we are on the topic, does anyone have any ideas on how to deal with droids in terms of life support and consumables? Like Dave, I consider Max Crew plus Max Passenger's to be the Life Support limit. I know RebelDave suggests just charging for consumables in his doc and then not having them count towards life support limit. Anyone else have any ideas on this? Don't want to be giving my droid players too easy a time :P

Seen as we are on the topic, does anyone have any ideas on how to deal with droids in terms of life support and consumables? Like Dave, I consider Max Crew plus Max Passenger's to be the Life Support limit. I know RebelDave suggests just charging for consumables in his doc and then not having them count towards life support limit. Anyone else have any ideas on this? Don't want to be giving my droid players too easy a time :P

Well, droids that are deactivated and stored as cargo don’t need to use any consumables.

Droids that are not deactivated would require power and take up a certain amount of space (especially when moving around), but would not need air, food, or to use the refresher. So, maybe their power requirements are equally expensive compared to the air/food/refresher requirements of “meatbags”?

As I write in my (very badly formatted now I look back on it and cringe) rules..

Droids per the core rules, dont need to eat/sleep/breathe, so as I ruled, they wouldnt put any strain on the ships life support... they could perfecly fly around in a ship with a hull breach and no atmosphere.

You COULD argue that the cold of space can make the droids seize up. But they dont breath air, or eat food.

I ruled they did need lubricant and parts/power to operate, so they do count in some regards to consumables, just of a different sort, to organics.

By their very nature, they can survive in environments deadly to organics, without anything extra required, but they suffer in other ways by their very nature.

But thats just me, and ive never had a player play a droid in my group when I ran Star Wars.

You COULD argue that the cold of space can make the droids seize up. But they dont breath air, or eat food.

I ruled they did need lubricant and parts/power to operate, so they do count in some regards to consumables, just of a different sort, to organics.

I wouldn't argue this point, since you can easily point to Episode 1, where 3 Astromechs go out into the vacuum to try and fix the shields, exposing themselves to space. And every Astromech that is plugged into a fighter now that I think about it. R2 in the original trilogy was sucking vacuum in all 3 movies in the back of Luke's X-Wing. Now, you could maybe say that SOME droids are vacuum capable, and others (for example protocol droids) aren't, but I personally wouldn't really bother with that tiny detail unless it was somehow relevant to the plot. I mean, if Kel-Dor, freaking ORGANICS, can suck vacuum for 5 minutes without any negative effects, I'm willing to let the droid characters get a pass on negative effects to vacuum as well.

You COULD argue that the cold of space can make the droids seize up. But they dont breath air, or eat food.

I ruled they did need lubricant and parts/power to operate, so they do count in some regards to consumables, just of a different sort, to organics.

I wouldn't argue this point, since you can easily point to Episode 1, where 3 Astromechs go out into the vacuum to try and fix the shields, exposing themselves to space. And every Astromech that is plugged into a fighter now that I think about it. R2 in the original trilogy was sucking vacuum in all 3 movies in the back of Luke's X-Wing. Now, you could maybe say that SOME droids are vacuum capable, and others (for example protocol droids) aren't, but I personally wouldn't really bother with that tiny detail unless it was somehow relevant to the plot. I mean, if Kel-Dor, freaking ORGANICS, can suck vacuum for 5 minutes without any negative effects, I'm willing to let the droid characters get a pass on negative effects to vacuum as well.

Well, if you look at any droid's stats in the books, they all list being immune to the effects of vacuum.

You COULD argue that the cold of space can make the droids seize up. But they dont breath air, or eat food.

I ruled they did need lubricant and parts/power to operate, so they do count in some regards to consumables, just of a different sort, to organics.

I wouldn't argue this point, since you can easily point to Episode 1, where 3 Astromechs go out into the vacuum to try and fix the shields, exposing themselves to space. And every Astromech that is plugged into a fighter now that I think about it. R2 in the original trilogy was sucking vacuum in all 3 movies in the back of Luke's X-Wing. Now, you could maybe say that SOME droids are vacuum capable, and others (for example protocol droids) aren't, but I personally wouldn't really bother with that tiny detail unless it was somehow relevant to the plot. I mean, if Kel-Dor, freaking ORGANICS, can suck vacuum for 5 minutes without any negative effects, I'm willing to let the droid characters get a pass on negative effects to vacuum as well.

Well, if you look at any droid's stats in the books, they all list being immune to the effects of vacuum.

well there you go then

I was thinking, maintenance costs should be tied to the consumable rating of the vessel. So every interval in game time that passes, maintenance costs will have to be paid. I was thinking the base rate should be 1% of the value of the vessel. For instance, a vessel valued at 100,000 credits would cost 1,000 credits every interval. I think this works well enough for vessels the size of fighters or transports but may need to be modified upwards the bigger the vessel gets. For instance a Star Destroyer has a consumable rating of 2 years. Using my method, that would be 1,500,000 every 2 years. Seems a little low to me honestly. Perhaps 10% would be better for such behemoths?

The point is, there should be some maintenance costs but I don't want to have to be an accountant to deal with it. I feel this keeps it abstract and still addresses the need.

Edited by Woobyluv

You could google Fixed Based Operators. This is how private aircraft refuel and have their "Consumables" replenished. Something like a Pilatus PC12 might be a good analog.

It depends on the game I am running honestly. In my EOE group they are more like intergalactic hit men. That group doesn't worry about incidentals as every time they return to their patron they are simply deducted from their earnings automatically. In my AOR game, ongoing supplies was more of an issue and one of the players had the Duty that tied to it so "acquiring" fuel cells and food could and did end up being the focal points of entire nights sessions.

I agree with what others have said it really makes a difference in what the players want and what makes sense with your story.