One thing that RT does not address at all is the initial hiring and equipping of your crew at the beginning of a new campaign. This document aims to address that.
First comes the selection of your crew's Quality after your ship is purchased, and excess Ship Points are converted into Profit Factor. The Quality of your crew is costed as follows:
- Incompetent (20): +4 Starting Profit Factor.
- Competent (30): No cost.
- Crack (40): -4 Starting Profit Factor.
- Skilled (50): -8 Starting Profit Factor.
- Elite (60): -16 Starting Profit Factor.
Next is the equipping of your crew.
Each piece of equipment purchased is effectively available to all crew members and explorers.
As per normal acquisitions, the ship effectively has an unlimited supply of purchased disposable/consumable gear, and basic munitions for purchased weapons so long as their use is kept restricted to a reasonable scope.
Each article of equipment is costed as per their net Availability Modifier, barring Scale Modifiers as follows:
- Ubiquitous: No cost.
- Abundant: No cost.
- Plentiful: No cost.
- Common: No cost.
- Average: -1 Starting Profit Factor.
- Scarce: -2 Starting Profit Factor.
- Rare: -4 Starting Profit Factor.
- Very Rare: -8 Starting Profit Factor.
- Extremely Rare: -32 Starting Profit Factor.
- Near Unique: -128 Starting Profit Factor (effectively impossible to purchase).
- Unique: -512 Starting Profit Factor (effectively impossible to purchase).
A piece of equipment cannot be purchased if it would incur penalties to an Acquisition Test that equals or exceeds the remaining Starting Profit Factor of the purchasing group. For example, if a group's remaining profit factor was 20, they could not purchase equipment that's Very Rare or rarer (20 - 20 = 0).
Of course, the GM retains the right to annul and refuse any purchase he sees fit.
Questions, comments, constructive criticism?