Table of Contents
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.