User Tools

Site Tools


starrangers:buying_selling_spacehips

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.

  1. (or less) Brand new
  2. Used but new like condition.
  3. Used but new like condition+Flaw
  4. Used, fair condition.
  5. Used, fair condition+Flaw
  6. Used: bad condition
  7. Used: bad condition+Flaw
  8. Used: Barely usable condition
  9. 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:

  1. Damage that is not fixed/badly fixed.
    1. Bad handling -3 to handling rolls
    2. Specific subsystem has -3 HT.
    3. 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.
    4. Grav systems not working.
    5. 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.
  2. Technical failures that are not fixed/badly fixed.
    1. 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.
    2. 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.
    3. Reactionless drive untunable. Acceleration 1/10 normal due to most of the power being wasted.
    4. Navigation systems glitched: -3 to space/hyperspace navigation.

Minor flaws:

  1. Damage that is not fixed/badly fixed.
    1. Holes in the hull. There are major holes in the hull, maybe partly or incompletely patched, making sealing of 1d6 subsystems impossible.
    2. 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.
    3. Life support system produces bad odors, murky water and similar
    4. Specific subsystem has -1 HT
    5. 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.
    6. Bad handling -1 to handling rolls.
  2. Technical failures that are not fixed/badly fixed.
    1. Navigation systems glitched: -1 to space/hyperspace navigation
    2. Some electric system blanks out at times, but is fixable:
      1. sensors
      2. communicators
      3. lights
      4. electricity to kitchen appliances
      5. internal communications/computer network.
    3. Out of tune grav systems: all personal maneuver rolls are at -3 when under thrust.
    4. 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.
    5. 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.
  3. Redesigns that are not optimal.
    1. 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.
    2. Some system is replaced with a less useful one than standard. Some examples below. If unsuitable use something else.
      1. 3d6%*5 of the cabins/bunkrooms ripped out to provide steerage cargo.
      2. If multiple drive modules, one is removed for cargo.
      3. 3d6%*5 of the cabins/bunkrooms ripped out to add some establishments.
      4. A cargo hold converted to open space like a small garden, game court or something.
    3. Worse armor: The ship was built with one step worse armor.
    4. 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.
    5. Non/is streamlined: If the base ship is streamlined, this one is not and the opposite.
    6. 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.

starrangers/buying_selling_spacehips.txt · Last modified: 2018/07/31 23:23 by 127.0.0.1