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Starship related prices
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vong
Jedi


Joined: 30 Aug 2006
Posts: 6699
Location: Ottawa, Canada

PostPosted: Fri Sep 01, 2006 10:11 pm    Post subject: Starship related prices Reply with quote

So, i was wondering, what would different starship modifications cost, what would repairs usually cost (both general ware, and damage)

upgrades include better shields, better hull, stealth, long range observatoin scanners, more guns, and so on and so fourth. i have looked and havent seen any on the forums. curious where i might find them Smile
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Jamfke
Admiral
Admiral


Joined: 20 Jul 2005
Posts: 4660
Location: Tennessee

PostPosted: Fri Sep 01, 2006 11:21 pm    Post subject: Reply with quote

If you have access to Galaxy Guide 6: Tramp Freighters, you'll find it there. If not, well...I suppose someone might be able to list some of that stuff for you here.
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garhkal
Sovereign Protector
Sovereign Protector


Joined: 17 Jul 2005
Posts: 12111
Location: Reynoldsburg, Columbus, Ohio.

PostPosted: Sat Sep 02, 2006 12:40 am    Post subject: Reply with quote

As you wish..

Code:
New item   Cost and availability   Tonnage required
Hyperdrive
X1/2    50,000-90,000 credits,  +15,000 installation  Av 4   20t
X1    15,000  Availability 2   18t
X2   10,000  Availability 2   15t
X3   7,000  Availability 1   12t
X4   4,000  Availability 1   10t
X5   2,500  Availability 1   8t
Ion engines
Model   Space rating      
Starscream-9      12   500,000 (military only)   24t
Boshaa-Chi    10   100,000 (black market only)   18t
Corellian evader GT   8   50,000 (f)   16t
Incom starslinger   6   20,000 (f)   12t
SoroSuub Boav   4   10,000 (2)   10t
Shield generators
1D   4,000   6t
2D   10,000   8t
3D   20,000   10t
Weapons
Wpn   F.cont   Dam   Cost   Tonnage
Light blaster cannon   1d   1d   1,000   1t
Light laser cannon   2d   2d   1,500   2t
Heavy laser cannon   2d   5d   3,000   4t
Turbolaser   3d   7d   9,000 (ILLEGAL)   5t
Light ion cannon   1d   2d   1,000   .5t
Medium ion cannon   2d   3d   1,500   1t
Heavy ion cannon   4d   4d   3,000   2t
Proton torp launcher   2d   9d   2,500   2
Torps   -   -   800   -
Concussion missile launcher   1d   8d   3,500   3
Concussion missiles   -   -   500   -
Sensors.
Electro photo   300 credits   
Full spectrum transceivers   500 credits   
Dedicated energy receptors   600 credits   
Life form indicators   800 credits   
Sensor jammers   4,000 credits (X)   Causes 2d to opponents sensor skill to ID the ship, but give +1d to detect it
Sensor decoys   2,000 credits (F)   adds +2d to the diff to detect which is the ship and which is the decoy.
MISCEL
Solid fuel converter   8,000   5t
Scoops   15,000   15t
Solar converter   12,000   10t
Tractor beam (has stats of 2d F.C and 2d str)   8,000   15t
Secret compartments   200/ton to be hidden   5 per 1 ton
Auto cargo jettison    1,000   1t
Passenger conversion   1,000/person   1t/person
Refrigeration    100/ton converted   1 ton per 20
Escape pods   1,200   5t
Environmental converters   4,000   4t

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vong
Jedi


Joined: 30 Aug 2006
Posts: 6699
Location: Ottawa, Canada

PostPosted: Sat Sep 02, 2006 10:50 am    Post subject: Reply with quote

do thoes prices include installation, or how much would that be extra?

or how hard would it be for a player to self install some of these?


edit: as well, how much does reparing a ship usually cost, and fuel and such Razz
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Jamfke
Admiral
Admiral


Joined: 20 Jul 2005
Posts: 4660
Location: Tennessee

PostPosted: Sat Sep 02, 2006 12:08 pm    Post subject: Reply with quote

Depending on the system being repaired, the cost runs between 10 to 35% of the ship's original purchase cost as if it were a new ship. You can cut the cost by almost half if you scrounge up used parts. The cost for hiring a mechanic to get the repairs done is about the same price as the parts being replaced.

For modifications, you have to rent a fully equipped repair bay, which runs about 100 creds a day. The prices listed above are for new parts only, used parts cost about half. The labor cost is between 20 to 50% of the listed price for the modification. If you're in a hurry and need to get out of the area quickly, you can get the job done in half the time, but have to pay nearly twice the costs for the labor in overtime pay.

Self installation cuts out the cost for the mechanic, everything else is priced the same. The difficulty to repair or modify a ship's systems depends on how skilled your mechanic is, and how badly damaged the system is. The GM decides what the difficulty score is for each system to be repaired, and how long it will take to fix it.

Minor repairs, refueling, and restocking the ship's consumables and the like are usually included in the standard docking fees of a starport. These will vary depending on the quality level of the docking services, usually from 50 to 150 credits a day.
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vong
Jedi


Joined: 30 Aug 2006
Posts: 6699
Location: Ottawa, Canada

PostPosted: Sat Sep 02, 2006 12:27 pm    Post subject: Reply with quote

kool, but me being the gm, i have to decide the difficulty for reparing. im gonna guess that minor damage will be ease, up to major damage being very difficult..

does that sound about right?
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Jamfke
Admiral
Admiral


Joined: 20 Jul 2005
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Location: Tennessee

PostPosted: Sat Sep 02, 2006 12:52 pm    Post subject: Reply with quote

Yup, that's about right. It really depends on what was damaged for specific difficulties. Sometimes damage to a ship will reduce its maneuverablity or shields. For each D lost it goes up from easy to very difficult.

Like for Maneuverability it's 1D Easy, 2D Moderate, 3D or worse Difficult.

For Shields it's 1D Easy, 2D Moderate, 3D Difficult, 4D or worse Very Difficult.

Replacing a drive costs 35% of the vehicle's new cost and requires a Difficult repair roll.

Hyperdrives require a Moderate repair roll to fix.
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vong
Jedi


Joined: 30 Aug 2006
Posts: 6699
Location: Ottawa, Canada

PostPosted: Sat Sep 02, 2006 1:20 pm    Post subject: Reply with quote

now, lets say you want to upgrade your shields from 1d to 2d. do you have to replace the current sheild gen, and buy a new 2d, or can you simply buy a 1d one to add to it.
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Jamfke
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Joined: 20 Jul 2005
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Location: Tennessee

PostPosted: Sat Sep 02, 2006 1:24 pm    Post subject: Reply with quote

You pretty much have to replace the generator. The rules say it's the same as impossible to upgrade a generator beyond its original strength. So, you'd have to buy a new system. Of course you can trade in your old one for about 15% of its cost.
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vong
Jedi


Joined: 30 Aug 2006
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PostPosted: Sat Sep 02, 2006 1:32 pm    Post subject: Reply with quote

and of course, im guessing that the tonnage req comes out of the ships storage copacity.

gotta love lots of basic questions eh Razz
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Jamfke
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PostPosted: Sat Sep 02, 2006 1:34 pm    Post subject: Reply with quote

Yup, you're right.
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garhkal
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Joined: 17 Jul 2005
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Location: Reynoldsburg, Columbus, Ohio.

PostPosted: Sat Sep 02, 2006 4:11 pm    Post subject: Reply with quote

vong wrote:
do thoes prices include installation, or how much would that be extra?

or how hard would it be for a player to self install some of these?


edit: as well, how much does reparing a ship usually cost, and fuel and such Razz


As Jamfke said, the prices are for the units themselves. As to repair costs and such, give me a little while and i will post that section. Most damage actually starts out as moderate for repairs, and goes up to heroic for fixing..
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Kayle Skolaris
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Joined: 09 Mar 2006
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PostPosted: Sat Sep 02, 2006 5:42 pm    Post subject: Reply with quote

2nd Edition R&E makes it possible to modify shields for better performance.
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vong
Jedi


Joined: 30 Aug 2006
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Location: Ottawa, Canada

PostPosted: Sat Sep 02, 2006 5:58 pm    Post subject: Reply with quote

Kayle Skolaris wrote:
2nd Edition R&E makes it possible to modify shields for better performance.


where in the book does it say that?
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Kayle Skolaris
Lieutenant Commander
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Joined: 09 Mar 2006
Posts: 224
Location: Brandon, MS

PostPosted: Sat Sep 02, 2006 6:56 pm    Post subject: Reply with quote

Star Wars 2nd Edition Revised and Expanded page 62, at the top, left column.
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