Starship Operating Costs

MUNDANE COSTS

Docking Fees

These vary from spaceport to  spaceport, but most spaceport Standard class or larger charge 50 credits per day. A busy Imperial Class spaceport might charge 150 credits a day.

Standard Maintenance and Restocking

Standard restock includes replenishment for all fluids – water, lubricants, coolants and oxygen. Also included are basic proteins for autochefs, but not luxury items like fresh food or liquor.

Cost is a flat fee depending on the total crew and passenger capacity of the ship times the "consumables" in days (10 x Total capacity x Consumables)

FUEL

Spaceports are equipped with fusion generators that recharge fuel cells. At the slowest rate of charge, this costs next to nothing, but if called upon to recharge quickly, the costs increase rapidly. The following costs reflects most Standard Class star ports. It is likely to be cheaper at better class ports and more expensive at more primitive ports:

Charging Rate – Cost per Cell

Trickle (1 cell/day) – 5 credits

Standard (1 cell/hour) – 10 credits

Fast (4 cells/hour) – 50 credits

Emergency (20 cells/hour) – 500 credits

Most stock light freighters are equipped with 50 fuel cells. Additional Fuel Cells: 500 credits each. One cell of fuel is used for:

* Entering Hyperspace

* Six hours in Hyperspace

* One month realspace operation

* One hour combat maneuvers

* One hour atmospheric flight

EQUIPMENT

Hyperdrive

x.5 - Not available to civilian ships, 30,000 on the black market plus 2,000 instillation costs

x1 – cost: 15,000 Credits.

x2 – cost: 10,000 Credits.

x3 – cost: 7,000 Credits.

x4 – cost: 4,000 Credits.

x5 – cost: 2,500 Credits.

It is possible to remove the backup hyperdrive and sell it (price: 800 credits), gaining additional cargo space.

After every twenty hyperspace jumps, the ship should have a complete overhaul and tune-up, with certain components replaced. Cost: 1,000 credits (GM discretion as to what effects failure to maintain the engines might be, perhaps a 3% chance of hyperdrive malfunction for every subsequent jump).

Sensors

Electro-photo receptors: 300 credits

Full spectrum transceivers: 500 credits

Dedicated energy receptors: 600 credits

Crystal gravfield traps: 3,000 credits

Hyperwave signal interceptors: 2,000 credits

Life form indicators: 800 credits

Sensor jammer: 1,500 credits

Sensor decoys: 1,000 credits

Weapons

Blaster cannon: 1,000 credits

Laser canon: 1,500 credits

Heavy laser canon: 3,000 credits

Turbolasers: 9,000 credits

Light ion canons: 1,000 credits

Medium ion canons: 1,500 credits

Heavy ion canons: 3,000 credits

Proton Torpedoes

Firing system: 2,500 credits

Torpedo load: 800 credits each

Concussion Missiles

Firing system: 3,500 credits

Missile load: 500 credits each

Fuel Converters

Solid fuel converter: 8,000 credits

Fuel scoop: 15,000 credits

Solar converter: 12,000 credits

Miscellaneous

Concealed cargo compartments: 200 credits per five ton capacity

Hidden cargo compartments: 400 credits per five ton capacity

Scanner resistant cargo compartments: 1,000 credits per ton of cargo capacity

Automatic cargo jettison: 1,000 credits

Tractor beam: 8,000 credits

Passenger conversion: 400 credits per additional passenger added

Refrigeration equipment: 100 credits per ton converted

Escape equipment: 1,200 credits per pod

Replacement navigation computer: 2,000 credits

Environmental converters: 4,000 credits

Starship Operating Costs

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