====== Buying/Selling spaceships ====== =====Availability===== Most types of common spaceships are easy to buy in a primary system and possible to buy in a secondary system Some are available in tertiary systems and very few in colonies. To find a given ship for purchase use following: * TL: * TL 11: -6 * TL 10: +0 * TL 9: -3 * System: * Primary: +0 * Secondary: -6 * Tertiary: -12 * Colony: -18 * Total production of the ship: * 100+ million: +9 * 10+ million: +6 * 1+ million: +3 * 100+ thousand: +0 * 10+ thousand: -3 * 1+ thousand: -6 * 100+: -9 * 10+: -12 Roll against current affairs(trade) or area knowledge or merchant to find such. Success finds a minimum and maximum of one for sale, each success by three finds double the maximum. (1-2, 1-4, 1-8, 1-16 etc.) For each roll the shape: TL 11, -3 to the roll. TL 9: +3 to the roll. -(or less) Brand new - Used but new like condition. - Used but new like condition+Flaw - Used, fair condition. - Used, fair condition+Flaw - Used: bad condition - Used: bad condition+Flaw - Used: Barely usable condition - Used: Barely usable condition+Flaw For flaw roll: *1-2:Major flaw *3-4:3 Minor flaws *5-6:Re-roll twice adding one mor roll for each roll of 5-6. =====Price===== The prices are the "new mature typical list price" of ships. In reality the prices most pay fro them are different. Below are modifiers:\\ TL: * TL 11: Currently base *5 price * TL 10: No modifier(Most civilian shipyards produce these so there are still plenty of new ones available. Most civilian construction is expected to stay TL 10 for several decades still.) * TL 9: *.7 price (in addition many are starting to be in fairly bad shape and finding spare parts for many of them starts to be difficlut.) Condition: * New: Rush delivery/construction: *1.25 * New: Normal delivery: *1 * Used but new like condition *0.9 price * Used, fair condition: *0.8 price (-1 HT) * Used: bad condition: *0.7 price (-2 HT) * Used: Barely usable condition: *0.6(-3 HT) * Used: Nonusable condition *0.5(-4HT) * Each major failure or 3 minor failures from below: -0.1 base price. Major Flaws: -Damage that is not fixed/badly fixed. - Bad handling -3 to handling rolls - Specific subsystem has -3 HT. - Major holes in the hull, most of the ship hull is holed, allowing sealing of only 1d6 subsystems. Lifesupport is likely moved to such a subsystem and makeshift bunks placed there, spacesuits must be worn in the rest of the ship. - Grav systems not working. - Badly Warped hull. (Must have at least -1 generic HT for this). -3 For tight maneuvers like docking or landing and -3 HT for HT rolls caused by collisions. - Technical failures that are not fixed/badly fixed. - Stardrive cuts off but is fixable. There is a 1/6 chance each hour that the drive will cut off dumping you in normal space, it will then take 1d6 man hours of mechanic work to get it working again. - Reactionless cuts off but is fixable. There is a 1/6 chance each hour that the drive will cut, it will then take 1d6 man hours of mechanic work to get it working again. - Reactionless drive untunable. Acceleration 1/10 normal due to most of the power being wasted. - Navigation systems glitched: -3 to space/hyperspace navigation. Minor flaws: -Damage that is not fixed/badly fixed. - Holes in the hull. There are major holes in the hull, maybe partly or incompletely patched, making sealing of 1d6 subsystems impossible. - Patched hull. Large areas of the hull have been patched with makeshift materials. Any damage has 50% chance of hitting a location with half normal DR. - Life support system produces bad odors, murky water and similar - Specific subsystem has -1 HT - Warped hull. (Must have at least -1 generic HT for this). -1 For tight maneuvers like docking or landing and -1 HT for HT rolls caused by collisions. - Bad handling -1 to handling rolls. - Technical failures that are not fixed/badly fixed. - Navigation systems glitched: -1 to space/hyperspace navigation - Some electric system blanks out at times, but is fixable: - sensors - communicators - lights - electricity to kitchen appliances - internal communications/computer network. - Out of tune grav systems: all personal maneuver rolls are at -3 when under thrust. - Out of tune reactionless drive: Drive starts to lose acceleration far before reaching 1% light speed, causing the time to 1% takes twice as long. - Stardrive cuts off but is fixable. There is a 1/6 chance each day that the drive will cut off, it will then take 2d6 man hours of mechanic work to get it working again. - Redesigns that are not optimal. - Bad computer system. The computer is a slow or one step smaller version. This causes all computer tasks(like navigation rolls) to take *10 as long. - Some system is replaced with a less useful one than standard. Some examples below. If unsuitable use something else. - 3d6%*5 of the cabins/bunkrooms ripped out to provide steerage cargo. - If multiple drive modules, one is removed for cargo. - 3d6%*5 of the cabins/bunkrooms ripped out to add some establishments. - A cargo hold converted to open space like a small garden, game court or something. - Worse armor: The ship was built with one step worse armor. - Nonstandard components. Some of the components to build the ship are non standard. They work as well as the normal, but finding spares is really hard. - Non/is streamlined: If the base ship is streamlined, this one is not and the opposite. - Wasted space: One of the ship modules is waste space instead. Typically it is a cargo hold. Price is reduced down to about *0.1 price for a hulk to be broken up for materials.