These ships represent a small array of Class III freighters - suitable as a starting trader ship. A shipyard stocked with these vessels makes for a good browsing point for first-time ship buyers. Given the prices, mortgages will likely be required. Remember, the size of a mortgage is equal to the PCs' combined REP checks in MCr 9, and monthly payments are typically spread over a 5-year period.
[h=4]Ship Prices[/h]
The prices, of course, represent new vessels. On the used market, these may go for as low as a tenth of the price. Most are over 30 years old.
Ships are designed to last a long time. For each year of age, reduce the price by 2% to a minimum of 10%.
[h=4]Ship Quirks[/h]
One of the disadvantages of an older, used ship is that many have flaws and quirks which you probably won't discover until it's too late. For every decade of age, roll 1d66 on the following table:
11. No flaw.
12. Temperamental FTL. Every time you try to use the FTL drive, roll 1d6. On a 6 it fails, requiring a minor routine engineering task to fix.
13. Misaligned navigation sensors. You suffer a 1d6 penalty to navigation checks.
14. Badly calibrated fuel systems. You use 10% more fuel than normal.
15. Radiation emissions. Leaking radiation makes you easy to spot. You suffer -2 DEFENSE.
16. Unregistered power plant. The power plant is not only unregistered, but due to some bureaucratic flaw it cannot get registered. Docking fees cost you 150% normal.
21. No flaw.
22. Power drain. The FTL speed is one factor lower than advertised.
23. Intermittent maneuvering thrusters. Piloting checks suffer -1d6.
24. Faulty transponder. You generate suspicion when interacting with suspicious channels.
25. Chequered past. The ship was used for crime in its lifetime. Whenever you dock, roll 1d6. On a roll of 6, complications arise with the authorities.
26. Coolant leaks. Every time the ship takes damage, each PC takes 1d6 poison damage.
31. No flaw.
32. Innacurate targeting systems. Weapon range increments are reduced by 2 (to a minimum of 2).
33. Jammed torpedoes. When a missile is fired, roll 1d6. On a roll of 6 the torpedo does not fire.
34. Inadequate galley. The food processing facilities of the ship are old and poor quality. The ship suffers -10 to its LUXURY score.
35. Patchy hull plates. The ship takes 1d6 damage when moving at FTL speeds.
36. Malfunctioning artificial gravity. The grav systems occasionally change between low, high, regular, and zero-g.
41. No flaw.
42. Unusual fuel admixture. Fuel costs twice as much.
43. Sputtering Sub-L. The Sub-L engine suffers -1 SPEED.
44. Dodgy life support. Crew costs are 10% higher than normal.
45. Sensor malfunction. When the sensors are used, roll 1d6. On a 6, they fail to work and require a minor routine engineering task to repair.
46. Embarrassing transponder code. The ship's transponder code forms an embarrassing word or phrase which cannot Ben changed.
51. No flaw.
52. Unusual cargo configuration. Your cargo capacity is 20% lower than it should be.
53. Polarised hull plating. Missiles get +1 to hit the ship.
54. Unknown default language. All systems are locked into an unusual language.
55. Alien furniture. It's all slightly the wrong size or shape. LUXURY suffers -20.
56. Temperamental computer. The AI sometimes gets upset and needs a routine CHA check to mollify.
61. No flaw.
62. No showers. The hygiene facilities rarely work, and the crew tends to stink.
63. Broken landing gear. The landing/docking hear is warped. Landing, takeoff, and docking suffer -1d6.
64. Overheating weapons. When a weapon is fired, roll 1d6. On a 6 it overheats and cannot be fired again for one minute.
65. Old CPU. Your computer system is easily hacked and suffers -2 e-DEFENSE.
66. So much grime. No amount of cleaning can fix this. LUXURY -20.
These flaws cannot be removed. That's the drawback of a used, cheap ship!
[h=4]Ship Prices[/h]
The prices, of course, represent new vessels. On the used market, these may go for as low as a tenth of the price. Most are over 30 years old.
Ships are designed to last a long time. For each year of age, reduce the price by 2% to a minimum of 10%.
[h=4]Ship Quirks[/h]
One of the disadvantages of an older, used ship is that many have flaws and quirks which you probably won't discover until it's too late. For every decade of age, roll 1d66 on the following table:
11. No flaw.
12. Temperamental FTL. Every time you try to use the FTL drive, roll 1d6. On a 6 it fails, requiring a minor routine engineering task to fix.
13. Misaligned navigation sensors. You suffer a 1d6 penalty to navigation checks.
14. Badly calibrated fuel systems. You use 10% more fuel than normal.
15. Radiation emissions. Leaking radiation makes you easy to spot. You suffer -2 DEFENSE.
16. Unregistered power plant. The power plant is not only unregistered, but due to some bureaucratic flaw it cannot get registered. Docking fees cost you 150% normal.
21. No flaw.
22. Power drain. The FTL speed is one factor lower than advertised.
23. Intermittent maneuvering thrusters. Piloting checks suffer -1d6.
24. Faulty transponder. You generate suspicion when interacting with suspicious channels.
25. Chequered past. The ship was used for crime in its lifetime. Whenever you dock, roll 1d6. On a roll of 6, complications arise with the authorities.
26. Coolant leaks. Every time the ship takes damage, each PC takes 1d6 poison damage.
31. No flaw.
32. Innacurate targeting systems. Weapon range increments are reduced by 2 (to a minimum of 2).
33. Jammed torpedoes. When a missile is fired, roll 1d6. On a roll of 6 the torpedo does not fire.
34. Inadequate galley. The food processing facilities of the ship are old and poor quality. The ship suffers -10 to its LUXURY score.
35. Patchy hull plates. The ship takes 1d6 damage when moving at FTL speeds.
36. Malfunctioning artificial gravity. The grav systems occasionally change between low, high, regular, and zero-g.
41. No flaw.
42. Unusual fuel admixture. Fuel costs twice as much.
43. Sputtering Sub-L. The Sub-L engine suffers -1 SPEED.
44. Dodgy life support. Crew costs are 10% higher than normal.
45. Sensor malfunction. When the sensors are used, roll 1d6. On a 6, they fail to work and require a minor routine engineering task to repair.
46. Embarrassing transponder code. The ship's transponder code forms an embarrassing word or phrase which cannot Ben changed.
51. No flaw.
52. Unusual cargo configuration. Your cargo capacity is 20% lower than it should be.
53. Polarised hull plating. Missiles get +1 to hit the ship.
54. Unknown default language. All systems are locked into an unusual language.
55. Alien furniture. It's all slightly the wrong size or shape. LUXURY suffers -20.
56. Temperamental computer. The AI sometimes gets upset and needs a routine CHA check to mollify.
61. No flaw.
62. No showers. The hygiene facilities rarely work, and the crew tends to stink.
63. Broken landing gear. The landing/docking hear is warped. Landing, takeoff, and docking suffer -1d6.
64. Overheating weapons. When a weapon is fired, roll 1d6. On a 6 it overheats and cannot be fired again for one minute.
65. Old CPU. Your computer system is easily hacked and suffers -2 e-DEFENSE.
66. So much grime. No amount of cleaning can fix this. LUXURY -20.
These flaws cannot be removed. That's the drawback of a used, cheap ship!
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