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Used Ships

Need a salvage price = nominal minimum (also applicable if ship is a good portion of 90 years). One could beat this price in certain circumstances - i.e. owner wants or needs to get rid of - and can't scrap themselves for logistical or other reasons.

BTW: A good starting point for a used 'blue book' value can be based on the average remaining loan value (principle - assume 100% financed). ;)
 
I would say a "salvage" price is between 5 and 15% of the new price depending on condition. 5% would be something that is essentially an unusable wreck and 15% meaning "It runs good and the A/C works!"

Those are pretty close to what vehicles sell for at that point. A car new at $15,000 would sell at salvage / the 15 to 20 year mark for between $500 and $3000 with $1500 as the expected median price.
 
Brokers

I like salvage pricing but "runs good has A/C" is close to my 'Pond Scum' level of quality.
That also got me to thinking about Mechanic's Liens as another pricing area.:D

On Monday I'll show my Financing and Fees section.

On to the Ship Brokers

BROKER:
A ship broker is available at all starports A – D
A – UPP (pop) * PBG (pop) = number of brokers available
B – ‘A’/2
C – ‘A’/3
D – ‘A’/4 (of these 1 is full time the rest part time, but will always have one)
Round up fractions
E – will have one broker on ‘A’ or less on 2d6
Broker Quality
A – Broker 4>
B – Broker 3>
C – Broker 2>
D – Broker 1
If on an X-boat route +1 to Broker skill level available
If Amber Zone treat as one starport lower (C=D, D=E)

The 'A' is A starport level then divide.

Tomorrow Ship Availability
 
Ship Availability

SHIP AVAILABILITY:
Number of Brokers * 10
+10 if on X-boat route
+10 if Subsector Capital
-10 if 3< parsecs from an X-boat route
-20 if 6< parsecs from an X-boat route
All brokers have at least one ship



Types of ships:
50% merchant*, 10% Type T, 10% Type CE, 10% Type S, 10% Other**, 5% other Navy, 5% other Scout
(if Navy and/or Scout Base is present otherwise add to other)
* (60% A, 5% A1, 20% A2, 10% R, 5% non-Standard)
** (Yacht, Lab Ship, Safari ship, Mercenary Cruiser, Seekers, Custom)
 
Financing & fees

Looks like I didn't put anybody off with the Brokers or Ship Availability sections.:)
So, here come the next section dealing with money.:devil:


FINANCING & FEES
Broker fee = 0.1% per level of broker of purchase price
Tax (planetary) = 2% purchase price
Inspection (SPA) = 25Cr/dton
Documents (Ship’s Papers) = 750Cr for ships<1000 dton
For ships >1000 dton = 750Cr/1000dton (round up)

Cash price, financing for 50% of cost Difficult [Admin, Edu] (safe)
If a trade-in ship, balance of cost Routine [Admin, Edu] (safe)
D starport +1 level, E starport +2 levels

Trade in price = resale price -15%
 
Planetary tax? Not if I'm buying at the starport lot, as that's Imperal territory, not planetary, and not subject to planetary taxes. At least in the 3I. At the local spaceport lot(any on world starport that's not Imperialy controlled), I'd be paying the local taxes.
 
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Planetary tax? Not if I'm buying at the starport lot, as that's Imperal territory, not planetary, and not subject to planetary taxes. At least in the 3I. At the local spaceport lot(any on world starport that's not Imperialy controlled), I'd be paying the local taxes.

Point taken. But I will also be using in extra-imperial areas.
 
Mechanics Liens

This was another way of getting a good ship cheep.

Mechanic’s Liens – SQ Average or better, cost = cost of repairs + storage fees + 10%, overrides a Bank’s Lien, Storage fee is for a minimum of 1 year.

The reasoning behind the Bank's Lien Override is also why a minimum of one year storage fee. The Bank had first shot and failed acquire the ship in hopes the those who the money was loaned to would retrieve it.

This is ONLY available at A & B starports.
 
How about a mob deal?

So, the players goes out on the town looking for action. They keep hearing about a special card game going on if they're a pilot. When they locate the game, at a local mobsters juke joint, it's in full swing with several pilots betting absurd amounts. The drinks are free and spiked with "trust me" pheromones. Encourage the players to use Gambling and Deception rolls. If they use any perception skills, they're realize everyone is cheating. When it gets down to the house versus the pilot, a ship title hits the pile, and after some rolls the pilot will win. The house will cheat to make sure it happens.

The next morning, groggy, the lawyers call and want to finalize the paperwork. The ship is registered in their names, and there is an outstanding contract that must be fulfilled, a small shipment. They just have to provide crew. The lawyers are very clear the delivery is part of the terms.

If they track down the previous owner, he will refuse to talk about it--and he's black and blue from a good beating. He had to pay back a mob debt, it was the title or his life. He will slam doors in the parties faces.

Little do the players know, the ship has a well-hidden smugglers hold full of very dangerous, very hot stolen military technology. You see, the mobster won the ship, but didn't want the title in his name. The delivery is worth the ship. The delivery will take the players to an adjacent government. The ship will show signs of radiation if checked inside.

The unsuspecting players take off, trailed by multiple Agents from multiple Factions, Pirates. And if something intervenes, and they don't make it to delivery, well now you have the mob on your tail as well. If they do deliver, they might just get arrested for show as part of political theater. You see, if one of the crates is sent back as evidence of good will and the rest just disappear, they can claim they are cooperating.

After it's all over, the characters will question whether it's worth owning a ship the easy way.
 
OK I've now broken it down into 4 general sections for the purchase of a used ship; Price, Broker, Availability of ships and Financing & Fees.
The following is how I (after some grate input) is how I see pricing


PRICE:
Starting point is 90% of cost -1% per year of age. This is Prime condition.
If in Fair condition -5%, if Average -10%, if Poor -15%, if ‘Pond Scum’ -25%

Prime = Looks new only thing missing “new ship smell”
Fair = Very well maintained, just needs minor systems updates
Average = Maintained, needs some work. Might have just been repo’ed
Poor = Needs annual, major system updates, wash the interior by flood
‘Pond Scum’ = Think the ship in ‘Foodrunner’

QUALITY % by starport:
A – 85% prime, 10% Fair, 5% Average
B – 15% prime, 70% Fair, 15% Average
C – 20% Fair, 70% Average, 10% Poor
D – 5% Average, 65% Poor, 30% PS
E – 5% Average, 25% Poor, 70% PS

feedback would be appreciated.

I'll post the other three sections over the next 3 days.

I think you need to add "New", it happens some times, an owner waiting on delivery has the business fold or dies, the bank or those responsible go for a quick sale especially if they have their Principle and Margin already major assets can go for a fraction of the true value. Heck I've seen it happen IRL a mulity-Million Luxury Cabin Cruiser went for just over 100K because the buyer had his business fold, Bank got their money from selling the Assets in hand, but the new Cabin Cruiser wasn't on the books yet, the Builder was left owing Delivery Payment and a custom boat no one wanted or could afford the last payment on, they had to sit on it for six months, they then turned around and sold it for Costs (including Tax) of storage and marketing, if they sold it for any were near it's true value it would have caused Tax problems for years to come. I've seen the same thing happen with Trucks and such as well. Cheap Ship even with that new ship smell, nothing wrong with it (even has that new ship smell) except it may be carrying a bit of bad luck.


then their are the Insurance Auctions and those who re-sell from them, real happening, new high end sports car becomes a "Repairable Write-off" gets picked up, fixed up and On-sold for a fraction of it's showroom price
 
I once ran an adventure where players didn't start with a ship. In fact it took some time for them to get one. They'd have to book page to get from place to place.

The way they did get a ship was actually due to a random of the cuff mission they were on. They had to go into the desert on some planet and one of the "throw away" scenery items I threw in (a derelict ship in the sand) turned out to become THE major adventure. They finished the mission and then spent all their time fixing the ship to they could fly it.
 
I threw in (a derelict ship in the sand) turned out to become THE major adventure. They finished the mission and then spent all their time fixing the ship to they could fly it.


Do tell, what kind of ship and how did they go about the process of repairing it? How bad was it? Most importantly, did the players have a good time?
 
Do tell, what kind of ship and how did they go about the process of repairing it? How bad was it? Most importantly, did the players have a good time?

What started as a piece of scenery "You see part of a giant saucer sticking out of the sand" ended up being the focus of their endeavors due to their interest. I ad-libbed most of it as we went along. After that first session I designed a saucer shaped T17 ship with all the important bits dead or gone. So they had to scrounge, then make fit any parts they could.

This actually took I think an entire 3 sessions... can't recall exactly as it was a long while ago, but I do remember it was a hell of a lot of effort on their part. They seemed to enjoy that the most. Better than what I had planned for the adventure to be.
 
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