I've been working for a while on some house rules to flesh out consumables since RAW doesn't even suggest a price to restock them. My rough draft has gone through many variations (it started way, way too detailed for this narrative system), but is getting closer to something I like that is as simple as it can get (in my opinion) while retaining some realism (final cost determined not just by silhouette, but by occupancy of the vehicle). BUT, I'm worried about the cost of restocking for a PC party. What is too much? What is not enough? I started with the base assumption that 1 day of consumables for a silhouette 2 single occupancy vehicle (1 pilot) would cost 10 credits. For long duration vehicles (they have a consumables rating) that includes nourishment, life support, and fuel for a day considering the vehicle will not always be flying about, engaged in combat, but sometimes even idling on a landing pad sometimes. I had it at 20 originally, but I think it was too much when I ran numbers for large ships, so I cut it in half. Using that as a base, here are a couple examples:
A YT-1300 has silhouette 4, crew 2, passenger capacity 6, two months of consumables, and a new ship costs 100,000 credits. Each month of consumables in my system costs 1,000 credits. This amount could be altered if the ship is just being lived in, sitting on a landing pad, versus flying about the Galaxy while double bunked (I have multipliers to this base).
An Imperial-I Star Destroyer has silhouette 8, crew 37,085, passenger capacity 9,700, two years of consumables, and a new ship costs 150 million credits. Each year of consumables costs 200,000 credits.
I liked the numbers I came up with. Imagine what it would cost to fly about the Galaxy in a transport for a month while replenishing life support (air), nourishment (food), and fuel. That's around the cost of a new blaster rifle and might actually be too cheap? But, would your players balk at paying 1,000 credits monthly during their travels?
Edited by Sturn