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Maintenance

vladik

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I know i will get flamed for this by at least one person, but im new to T20, how do you figure out the maintenance costs for vehicles and starships????
 
You are new here ;) Almost no one gets flamed on these boards*. Welcome aboard vladik :D

The annual maintenance cost for Starships is the cost (new) before any discounts x0.001

This may be defrayed by up to 50% off by performing monthly preventive maintenance. For each month of preventive maintenance done over the year subtract 5% from the annual maintenance total. Preventive maintenance cost for Starships is the cost (new) before any discounts x0.00025

So you can save a lot of money by doing the preventive maintenance.

I'm not sure there are any guidlines for Vehicle maintenance but the same formula wouldn't be out of line for the typical player character owned and operated vehicle.

* If they do it was probably deserved and they know it
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Thanks far trader, it is greatly appriciated, as the group last nihgt figured out how to get their hands on an assualt carrier, and im trying to figure out how to "incurage" them to sell it. got to love former imperial marines that trained in anti-ship tactics.
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Originally posted by vladik:
Thanks far trader, it is greatly appriciated, as the group last nihgt figured out how to get their hands on an assualt carrier, and im trying to figure out how to "incurage" them to sell it. got to love former imperial marines that trained in anti-ship tactics.
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Encouraging them is easy. Make them familiar with the term "illegal to own and operate for civilians", and ask them to ponder the choice of "prize money" vs "long prison sentence".
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Or, alternately, blow it up! I'm a big fan of blowing up equipment I don't want my PCs to have. Also, forcing them to leave it behind someplace they really CAN'T ever go back to. My players currently can get close enough to SEE their starship... which is of course in a naval impound yard. Though, it's a POS so I'm going to let them have a fair shot at getting it back.
 
On the maintenance question:

I know about the annual costs, but... how do you all calculate the repair costs after damage to a ship/vehicle? Do you ever just have random systems break down? Flat tires? Burned out clutch? Fused power relays?
 
Not sure in T20 but you can take the cost of the drive/hull/weapon etc and figure the % damaged and just make it a % of the “new cost”. Keeps it simple.

I know about the annual costs, but... how do you all calculate the repair costs after damage to a ship/vehicle? Do you ever just have random systems break down? Flat tires? Burned out clutch? Fused power relays?
Oh yeah. 2d6 * Cr2000 for the little stuff.
Or for you d20 types 1d20 * Cr1000

50% off if you can get used parts . . .
 
"well, we need a new jump fuel regulator valve, four replacement power relays to the weapons systems, and aft airlock seal is leaking. Think you can handle that"

"Handle it? Sure, here at Crazy Eddo's used & discount yard, we got what you need. We'll have you on the way in no time. Come back in five days."

*Pary leaves*

"Uh, boss? We have most of that, but no Jumpfuel regulator valves... at least none that work"

"I know that. Just get them out of the system, and make sure they pay in full, no credit. Bad Jumpfuel regulator, what're the odds they'll make it back for a refund?"
 
Originally posted by vladik:
I know i will get flamed for this by at least one person, but im new to T20, how do you figure out the maintenance costs for vehicles and starships????
Just make it up. Seriously, flip to a random page in your rulebook or looks at a chart on your GM screen and roll some dice, then figure out in your mind how much money you want your pc's to lose and tell them how much it would cost to fix their ship.

The trick here is to make the players think that you are offically screwing them out of their credits as opposed to just making stuff up.

If you trly feel bad about this course of action, then create your own "repair cost chart" such as the one I provide for you here:

Roll 2d6
die roll=result
2- = superficial damage, Cr, 1 per point of damage sustained, repair time = 1 minute per point of damage sustained

3-4= Minor components damaged, Cr 10 per point of damage. Repair time 10 min per point of damage sustained.

5-7= Moderate damage, Cr 100 per point of damage sustained, repair time = 1 hour per point of damage sustained.

8-9= major damage, Cr 500 per point of damage sustained. Repair time 1 day per point of damage sustained.

10-11= Serious damage, Cr 1000 per point of damage sustained. Repair time 3 days per point of damage.

12+ = Critical system failure, Cr 10000 per point of damage sustained. Rpair time is 1 week per damage point repaired.

The above chart was just an example of a few moments tought on the subject. With a little homework, you could create your own chart with more detail, die modifiers, seperate repair time chart and using d20 or d100 as opposed to a simple 2d6. You might even divide the repair time by the number of engineers/technicians working on the project or subtract the toal number of skill points of all the engieers as a percentage of time reduction.

Good gaming!
 
Actually there are tables for repair costs for both ships and vehicles in the book. Generally, you figure out the cost of the system damaged and the cost to repair it is generally 10% of the original cost, after discounts. So if your manuever drive 6 is damaged twice, it will cost you 20% of the system's costs to repair. Hull/structural repairs are considered to be 100 credits per structural point repaired, although I charge 1,000-10,000 for structural points. I mean come on, repair a hull that costs 5 million credits with 300 out of 350 points of structural integrity damage for 30,000, according to the book.
As far as filters, pumps, etc., these are included in the life support figures per shipboard consumer. Otherwise, you become a accounting firm trying to make sure that all of the costs are covered.
 
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