Ship
operators are wise to lay in a few tons of “spare parts” - pipes,
tubes, wires, plates, mechanical assemblies, etc. These do not have
to be specified, unless the players or referees want to. These will take up space in the cargo area, but some things could be argued to be held in the ship's locker.
After
a ship is damaged in combat or after a breakdown (see the article
“Starship Malfunctions” in JTAS #15), repairs will consume the
spare parts in one-ton lots. The referee can determine how many lots
of parts get used up, depending on the nature and severity of the
damage.
Spare
parts are usually purchased at a starport, on a world of ship's TL or
better. If a ship is going to spend a lot of time in an
under-developed region, it should have lots of spare parts aboard.
Standard
parts lot: Cr 1000 x (TL-7). e.g. A lot of TL-10 spare parts costs
1000 x (10-7)= Cr 3000.
Spare
parts can be scrounged anywhere (see the illustration above), with Streetwise skill providing a
bonus to finding them. Scrounged parts can cost far less or far more
than standard. PCs should be encouraged to negotiate deals for pricing; NPCs may demand the PCs do a 'job' for the parts. Qui-gonn Jinn could have negotiated with Watto for the hyperdrive and avoided the whole podracing distraction.
Of
course, any time the referee wants to he can decide that a specific
bit of technobabble is not available in the spare parts stores. The
PCs will then have an adventure to track down the necessary part.
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