|Voidship General Rules|
A single rod can power a Merchant Class ship at 100% power (no thrust) for 15 days, at 100% power (with thrust) for 10 days. In Gate-Stable Warp a whole rod is used for every 5 days in the
Warp to power the Gellar Field and Warp Engine in addition to other facilities. Because of the extra shielding required, travel in Open Warp drains one rod every 2 days. Reducing power draw by
turning off components (or not using full power produced) will result in the ship staying powered for longer, increasing time by the same percentage. Different qualities of rods of rods last shorter or
longer based on the percentage of price increase. It's common to have a single Good or Best Quality fuel rod in special storage for an emergency supply. A Plasma Drive can safely store a number
of fuel rods within it, automatically cycling through them as their power depletes, equal to the twice the size of the Plasma Drive. More can be stored outside of the Plasma Drive, but the protective
measures aren't as specialized as the Plasma Drives, making them somewhat unsafe to store outside of the Plasma Drive when charged.
|Patch-Up and Repairing|
While out at void, sometimes the ship needs to be fixed, but the requisite facilities or equipment is unavailble. Luckily, there are temporary fixes to a lot of things that should hopefully last until the
ship is able to make port. Both Patch-Up and Repairing are rolled in the same fashion: a +0 Tech-Use test that takes a full day to complete, restoring 1d5 plus 1 per two degree of success points
of Hull Integrity or components. The main difference between the two is the duration the repairs remain. Patch-Ups degrade over time at a rate of 1 per week, a Component becoming damaged
again (though not setting off any immediate penalties) or losing the temporary Hull Integrity. In exchange, the temporary fixes don't use up any special materials and can be done from inside the
voidcraft. A ship can have a maximum number of temporary Hull Integrity equal to half it's full Hull Integrity, and it cannot have a higher total of regualr and temporary Hull Integrity than it's maximum.
Repairs require a special set of tools, materials, and access to the outside of the ship, but the repairs are permanent. Either way, both tests must be made while the ship is immobile.
|Common Tools and Services|
Here is a collected list of the ship related tools and services that one would purchase for their voidcraft.
|Isotropic Fuel Rods||10 kg||5000||Average||DHIHB, p147|
Metal rods containing a concentrated liquid metal that stores massive amounts of energy. A single rod can run a small settlement or entire hab-block for a week and is commonly used in Plasma
Drives. The price listed is to purchase a new fuel rod. The quality changes the amoung of energy stored: Poor Quality rods hold half as much energy, while Good and Best hold three and ten times
|as much, respectively.|
|Recharging Fuel Rods||1000 per rod||Common|
The price listed is to recharge a Common Quality fuel rod. The price goes up and down based on quality, but availability does not fluctuate.
|Void Ship Docking - None||0 per week||Abundant||Custom|
Absolutely no docking at all, simply parking your craft in an empty field or other uninhabited area. Common out in the frontier where habited worlds aren't completely covered in cities. Absolutely no
protection or luxuries besides what you have transported in or supply yourself. However, it is free and many people don't ask around about your craft unless you are within walking distance of a city.
|Void Ship Docking - Poor||500 per week||Common||Custom|
The motel of space ports. Security and utilities are at a minimum: a parking spot with walls and the ability to recharge fuel rods (at the market rate, of course). However, they are likely to not inquire
into your going ons unless it's obviously questionable. But many things can be overlooked, for the right price.
|Void Ship Docking - Common||1000 per week||Common||Custom|
Your standard quality of space port. They give you a well protected facility, will post goods for trade, can recharge fuel rods, and have a slow forklift usable for moving materials around the rented
space. On the down side, they operate within the law, doing background checks and light inspection of traded goods.
|Void Ship Docking - Good||2000 per week||Scarce||Custom|
A high quality, highly technical space port. Security is top notch, provide good quality tools as well as a hireable repair crew for half price (common quality), can recharge fuel rods, forklifts for use in
the port, and provide complementary meals and a groundcar for personal use. They also work directly with the trading network of their planet, allowing Explorers to arrange sales and purchases from
their ship. They still look lightly into a crew's history and sale goods, but are aware that certain high quality clientel require a modicum of privacy, though it does cost extra.
|Void Ship Docking - Best||5000 per week||Very Rare||Custom|
The high roller suit of space port. State of the art security, a complimentary Good Quality repair crew and tools, fuel rod recharging, complimentary Good Quality meals, forklifts and loaders,
complimentary sports car or chauffered limo. They also work directly with the planet's trade network, and might even be able to access a more underground network as well for the right cost. They
understand that most of the clientel request some secrecy, so while they make light checks, they do no release information to authorities unless it's some grave or soul damning.
|Industrial Tools||25 kg||1000||Scarce||Custom|
|Renting||75 per day||Common||Custom|
A suite of industrial tools used for building or repairing large structions, such as vehicles, voidcraft, or buildings. Usually rentable, but sometimes it help to have a full set of tools on hand.
For repairs: Poor Quality tools will only repair the 1d5 Hull Integrity, Good Quality will grant a +10 bonus on the repair tests, and Best Quality will also grant an extra degree of success.
|Repairs - Parts||10 kg||200 per Hull Integrity/Component||Common||Custom|
Plasteel pieces, major electronics, and other parts required to repair almost any issue on a void craft. Sometimes the price will increase depending on the component being fixed.
|Repair Crew - Poor||30 per day||Common||Custom|
Little more than unskilled labour, they know their way around tools and fixing things (though not neccessarily on void ships). They have a score of 30 for Tech-Use and Trade (Shipwright) tests, or
they grant a +10 bonus to an Explorer's tests.
|Repair Crew - Common||75/100 per day||Common||Custom|
Skilled, professional void ship repair crew. They have a score of 50 in Tech-Use and Trade (Shipwright) and need little to no supervision when repairing, or grant the Explorer a +10 to repair tests and
change the 1d5 to a 1d10 of repaired Hull Integrity or Components. If they need to, they can bring their own tools (cheaper than renting tools and hiring them), but they do not let anyone but their
crew use said tools. If the Explorer supplies tools, then the Explorer can make his own test (with no support from the crew) while the crew makes their own test.
|Repair Crew - Good||300 per day||Scarce||Custom|
Highly trained professional void ship repair cew, most likely known amongst more than one system. They have a score of 65 in Tech-Use and Trade (Shipwright) and supply their own tools. When
they succeed their repair check, they repair 1d10+1 Hull Points or Components with an additional for every two degrees of success. Even if the fail the test (though by no more than 3 degrees of
failture) they repair 1d5 Hull Points. They will not let anyone else work on a void craft while they do.
|Repair Crew - Best||2000 per day||Very Rare||Custom|
Not only is the repair team highly trained, they have access to a fully functional shipyard to help repair the craft in the quickest time possible. Every day the ship remains in their care, it repairs 1d5
times 5 Hull Integrity and Components. However, during this time, the ship and all it's contents are inaccessible.
|Weapons Upkeep||300 per weapon||Common||Custom|
Ordnance cannons need shells to fire, plasma cannons need large hydrogen reserves to generate plasma, and laster batteries need lenses to focus a lethal beam. If these supplies become too low
or systems too damaged, combat suddenly becomes a chase. As such, it is best to keep your supplies in the best shape so you can always fight back when needed. Each purchase will be
enough to last a single average combat (usually lasting upwards of four or five hours). If the GM deems a combat as being relatively short or long, its possible less or extra supplies are used up.