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Ship Maintenance Costs


Last updated July 13, 2002

Ship Maintenance Costs

[The following rules were written for space transports, but can easily be adapted to starfighters as well. They originally appeared in Chapter 8 of West End Games' Galaxy Guide 6: Tramp Freighters. These rules detail and supercede what is covered on pages 28-29 of Starships of the Galaxy.]

Stock light freighters are built to be modified. When originally sold, they are slow, unmaneuverable, and lightly-armed. Most freighter captains plow a good deal of their profits back into their craft, making them faster, more agile, and tougher.

There are two basic things which a captain must take into account when modifying his craft: the quality of the space port, which determines the quality and price of the work, and the expense and lost cargo space caused by each modification.

The Space Port

Most planets in the Empire have one or more space ports. These vary considerably in equipment and capabilities. The Imperial Space Ministry has five different classifications for space ports:

Landing Field

Basically a flat space cleared on the ground. As there is no control tower, ships landing run a certain risk of colliding with ones taking off. There is no guarantee that there are any refueling or repair services available.

Limited Services

A small control tower with a homing beacon. With luck, there are maintenance sheds for rent, where primitive repairs can be assayed by the ship?s crew. The port has limited refueling capacity. All major supplies must be purchased elsewhere.

Standard Class

The space port has a fully-staffed and equipped control tower. It offers restocking services and a small shipyard capable of minor repairs and modifications. Modification and repairs can cost up to double normal price and take more than twice as long to accomplish.

Stellar Class

This space port has facilities for landing and docking nearly any class of ship. There are probably a number of different shipyards surrounding the port, and these are capable of doing nearly any sort of ship repair and customizing that the owners wish. There is nearly always an Imperial Customs office on site.

Imperial Class

This port is quite luxurious and modern. It has an impressive array of landing fields and ship storage and maintenance facilities. All the most lavish amenities are available for ship?s crew and passengers. Many of the planet?s merchants may maintain offices at the port, and it may not be necessary for the starship captains to even leave the port to conduct their business. The shipyards are capable of rapid and high-quality repairs and modifications, though the services may not come cheap. The Customs office for this quality of port is probably staffed by highly-competent officers equipped qith portable scanners.

Mundane Costs

Docking Fees: These vary from space port to space port, but most space ports of Standard-class size or larger charge 50 credits per standard day. A particularly busy Imperial-class starport might charge up to 150 credits a day.

Standard Maintenance and Restocking: Every space port of Standard-class or better will automatically perform standard restock and maintenance on any ship that has landed, typically within 24 hours of the ship?s arrival. Standard restock includes replenishment of all necessary fluids ? water, lubricating fluids, and coolants ? oxygen and other gases, and basic proteins for food converter systems (though it does not cover luxury items such as fresh food or liquor). It also includes waste removal.

The standard maintenance package covers replacement of air filters and gravitational disks and ablative heat shields. A mechanic Droid will also recalibrate the intake and firing cells of the ion engine, and do basic maintenance on the hyperdrive.

On most ships, this work can be done from the exterior of the ship through nozzles and service plates, and can take as little time as an hour if the service crew is well-trained. Some poverty-stricken tramp freighters avoid restocking their ship until their stock of consumables runs out, but this is quite dangerous: if the ship is stranded for any reason, the crew could die before rescuers could arrive.

Cost is a flat fee, depending on the total crew and passenger capacity of the ship. Cost: 10 credits multiplied by the total crew and passenger capacity of the ship times ?Consumables? in days (10 x total capacity x Consumables).

Fuel: Fuel is not a particularly expensive part of spacecraft operations. Most ships are equipped with rechargeable ?fuel cells?. The space ports have one or more fusion generators which can recharge the cells. At slowest speed, the generators cost almost nothing to operate, but, if called upon to recharge cells quickly, the expense increases rapidly. Following is the recharge cost schedule at most Standard-class star ports. It is likely to be cheaper at better-class star ports, more expensive at lower-class ports.

Charging Rate Cost Per Cell
Trickle (1 cell/day) 5 credits
Standard (1 cell/hour) 10
Fast (4 cells/hour) 50
Emergency (20 cells/hour) 500*

*They?re not actually recharging the cells: they?re replacing the depleted cells with previously-charged cells.

Note that there are a variety of fuel converters available for sale; with one of these in place, a spacecraft need never purchase a recharge at all. See Galaxy Guide 6, p.35.

Repairs: When a ship is damaged in combat, but no fundamental damage to any of the ship?s major components is done, basic repairs must still be made. A lightly-damaged ship costs 1000 credits to repair. A heavily-damaged ship costs 2000 credits to repair. A severly-damaged ship costs 3000 credits to repair. In addition, any damaged systems that were destroyed must be replaced and paid for separately.

For example, if a ship were heavily-damaged and its ion drive were destroyed, the captain would have to pay 2,000 credits fr general repairs, plus the cost of whatever replacement engine he chose.

Overhaul: After every twenty hyperspace jumps, the ship should have a complete overhaul and certain components of the engines should be replaced. Cost: 1000 credits. It is up to the gamemaster what exact effects failure to have this maintenance has, but we suggest that there?s around a three percent chance of hyperdrive malfunction for each subsequent jump (roll 2D: on a roll of 2, the hyperdrive malfunctions).

FUEL CONSUMPTION TABLE

Task Fuel Consumed
Entering Hyperspace 1 Cell
Six Hours in Hyperspace 1 Cell
Month of Realspace Ops. 1 Cell
Hour of Combat Maneuvers 1 Cell
Hour of Atmospheric Flight 1 Cell

Based upon an Empire Standard Mark IV fuel cell.
Standard light freighter carries 50.
Additional fuel cells cost 500 credits each, and weigh .1 ton.

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