Spaceports and Shadowports
Spaceports are a smuggler's best friend, and anyone that travels the space lanes extensively will eventually become intimately familiar with dozens of spaceports throughout the galaxy. A spaceport provides docking facilities for starships as well as various amenities and services. Some spaceports are little more than landing pads with a few fuel tanks, while some massive spaceports could almost be entire cities unto their own. When a starship makes landfall, typically the ship will dock at a spaceport, where the ship can take on fuel and supplies, have repairs made, or simply leave the ship while traveling around the planet.
Shadowports are special kinds of spaceports highly valued by the smugglers and other criminals of the galaxy. A shadowport is a secret, illegal spaceport, usually well-hidden and off all of the Space Ministry's charts. Shadowports are places where illegal starships can land to offload illegal goods, make illegal modifications, or take part in illegal activities.
Shadowports are havens for criminal activity, and though they resemble a standard spaceport in many ways, they usually have little in the way of legal authority. That is not to say there is no law in a shadowport, only that the law is made by those with the most muscle and power. Typically, shadow ports are controlled by crime lords or entire crime syndicates. For more information and a sample shadowport, see Chapter 5 for an in -depth look at the shadowport called Point Nadir.
Spaceports and shadowports offer a number of amenities that weary travelers can take advantage of. Ships can be restocked and refueled, cargo can be loaded or unloaded, and repairs can be paid for and made. Many spaceports provide accommodations ranging from basic bunks to luxury accommodations. The more civilized and wealthy the world, the more likely the spaceport is to have finer amenities. Almost all spaceports have cantinas, and some have dedicated gambling halls and casinos. Larger spaceports have bazaars and shopping areas, and shadowports are guaranteed to have a thriving black market.
Chop Shops
Chop shops are illegal mechanic shops where smugglers, pirates, and other spacefaring scoundre ls can go to have their starships worked on. Chop shops sometimes hide in plain sight under the guise of legitimate starship and vehicle repair facilities, but many are also hidden away in warehouses, far from the probing eyes of the law. Chop shops can be found at most shadowports and also in some legitimate spaceports in the Outer Rim, but the farther one goes Coreward the harder it becomes to find a chop shop.
Chop shops are safe havens for criminals, a place where they can dock their space transports and leave the ships in the capable hands of the shop's owners. Chop shops don't ask for identification, they never inquire about BoSS certificates, and generally welcome anyone as long as they have the credits to pay for the chop shop's services. Most smugglers who have extensive illegal modifications to their starships dock at chop shops exclusively, since the shop owners won't report a ship's illegal modifications to the authorities. Likewise, the owners and operators of chop shops are usually a motley collection of outlaw techs, shipjackers, and other criminals. When creating achop shop, Gamemasters should feel free to populate the chop shop with all manner of strange, unscrupulous aliens.
Simple Repairs
Chop shops offer many services, but the most basic services include basic repairs, refueling, and restocking of commodities. Typically, chop shops can provide consumable and fuel restocking at the same rates as most legitimate spaceports. Additionally, chop shops can perform basic repairs, providing both parts and labor for a starship. If the heroes choose not to make repairs them selves (which has no cost but requires a lot of time and Mechanics checks). They can usually hire the chop shop to make repairs instead. Hiring a chop shop for repairs usually requires the heroes to pay credits equal to the number of hit points that need to be repaired (up to the ship's maximum hit points) x 100 credits. A typical chop shop can repair about 4 hit points per hour per worker; if the heroes wish to hire multiple mechanics to work simultaneously, increase the per-hit point cost by 50 credits per additional worker.
Gamemasters can use the above formulas to determine repair costs for legitimate spaceports and docking bays as well. However, if a starship has any visible, illegal modifications, the mechanics at the spaceport will report the modifications to the authorities. The heroes should be warned that parking a starship at a legitimate docking bay will likely raise some questions and even lead to a confrontation with the authorities if any illegal modifications are immediately visible.
Illegal Modifications
Chop shops are also a great place for the heroes to have illegal modifications made to their starships. When it comes to finding restricted or illegal starship modifications, a chop shop can serve as the black market for the purposes of buying the illegal items. As with repairs, chop shops can be hired to perform the installation as well. Chop shops charge 2,000 credits x the number of Mechanics checks required to install the illegal modification x the number of hours of work required to install the illegal modification. Chop shop mechanics have a base Mechanics skill bonus of + 16, and multiple mechanics can use the aid another action to increase this check for the purposes of determining how many Mechanics checks are required to install the modification.
Tables
Cost Modifiers
It costs more to maintain, refuel, repair, and modify starships of larger starships. The cost modifiers listed apply to the base cost of Refueling Facilities and Mechanic Availability.
Cost Modifiers | |
---|---|
Starship Size | Cost Modifier |
1-2 |
x1/2 |
3-4 |
x1 |
5-6 |
x2 |
7-8 |
x5 |
9-10 |
x10 |
11-13 |
x20 |
14-16 |
x50 |
17-20 |
x100 |
Parts Availability
Parts Availability | |||
---|---|---|---|
d20 Roll | Parts Availability | Cost Limit | Effect |
1-3 |
Poor |
1,000 |
Parts are available for unmodified Licensed vehicles. |
4-10 |
Average |
2,000 |
Parts are available for all Licensed vehicles. |
11-13 |
Good |
5,000 |
Parts are available for all Licensed vehicles and for unmodified Restricted vehicles. |
14-16 |
Superior |
10,000 |
Parts are available for all Licensed and Restricted vehicles. |
17-18 |
Excellent |
20,000 |
Parts are available for all Licensed and Restricted vehicles and unmodified Military vehicles. |
19-20 |
Universal |
None |
Parts are available for all starships. |
Docking Bay Security
Docking Bay Security | |||
---|---|---|---|
d20 Roll | Security Quality | Price per Day | Additional Information |
1-5 |
Poor |
10 |
Entrances to the docking bay require a DC 10 Security check to bypass. An attendant is on duty during the day. |
6-13 |
Average |
20 |
Entrances to the docking bay require a DC 15 Security check to bypass. 1d2 attendants are on duty at all times; a security guard armed with a blaster pistol is on duty at night. |
14-17 |
Good |
30 |
Entrances to the docking bay require a DC 20 Security check to bypass. 1d3 attendants and a security officer armed with a blaster pistol are on duty at all times. |
18-19 |
Superior |
50 |
Entrances to the docking bay require a DC 25 Security check to bypass. 1d4 attendants and 1d3 security officers armed with blaster pistols are on duty at all times. |
20 |
Excellent |
100 |
Entrances to the docking bay require a DC 30 Security check to bypass. 1d4+1 attendants and 1d4+1 security officers armed with blaster pistols are on duty at all times. |
Refueling Facilities
Refueling Facilities | |||
---|---|---|---|
d20 Roll | Refueling Facilities | Price | Additional Information |
1-5 |
Poor |
75/kg |
Roll 1d20 each day; on a roll of 1-10, fuel is unavailable. When it is available, the cost is 75 credits per kilogram (due to high demand). |
6-13 |
Average |
50/kg |
Roll 1d20 each day; on a roll of 1-2, fuel is unavailable. |
14-17 |
Good |
50-60/kg |
In addition to standard fuel, good fuel is available. Good fuel costs 60 credits per kilogram, but reduces the cost of routine maintenance by 10%. |
18-19 |
Superior |
50-80/kg |
In addition to standard and good-quality fuel, superior fuel is available. Superior fuel costs 80 credits per kilogram, but reduces the cost of routine maintenance by 20%. |
20 |
Excellent |
50-100/kg |
In addition to standard, good, and superior fuel, excellent fuel is available. Excellent fuel costs 100 credits per kilogram, but reduces the cost of routine maintenance by 30%. |
Restocking Facilities
Restocking Facilities | |||
---|---|---|---|
d20 Roll | Restocking Facilities | Price | Effect |
1-5 |
Poor |
15 |
Roll 1d20 each day; on a roll of 1-10, consumables are unavailable. When they are available, the cost is 15 credits per living creature per day (due to high demand). |
6-13 |
Average |
10 |
Roll 1d20 each day; on a roll of 1-2, consumables are unavailable. |
14-17 |
Good |
10-20 |
In addition to standard consumables, good consumables are available. Good consumables cost 20 credits per living creature per day, but improves the hit point recovery rate of natural healing by 10% (minimum + 1 hp per day). |
18-19 |
Superior |
10-50 |
In addition to standard and good consumables, superior consumables are available. Superior consumables cost 50 credits per living creature per day, but improves the hit point recovery of natural healing by 20% (minimum + 1 hp per day). |
20 |
Excellent |
10-100 |
In addition to standard, good, and superior consumables, excellent consumables are available. Excellent consumables cost 100 credits per living creature per day, but improves the hit point recovery of natural healing by 50% (minimum + 1 hp per day). |
Mechanic Availability
Mechanic Availability | |||
---|---|---|---|
d20 Roll | Mechanic Availability | Price per Hour | Effect |
1-5 |
Poor |
Special |
No mechanic available. For routine maintenance, rol11d20 each day; on a roll of 1-10, supplies for routine maintenance are unavailable. When they are available, the cost is 300 credits 1 |
6-13 |
Average |
200 |
A mechanic (nonheroic 3) is available to perform routine maintenance. |
14-17 |
Good |
300 |
A mechanic (non heroic 3) is available to perform routine maintenance, and to make repairs or to install or modify systems. |
18-19 |
Superior |
400 |
A mechanic (non heroic 4) is available to perform routine maintenance, and to make repairs or to install or modify systems. |
20 |
Excellent |
500 |
A mechanic (non heroic 5) is available to perform routine maintenance, and to make repairs or to install or modify systems. |