Availability Codes:
Equipment often has an availability code listed with it. The code to the
left of the slash means availability status without contacts; the code
to the right of the slash means availability with contacts. The
abbreviations are:
-
V = Very Common (100%)
-
C = Common (70%)
-
S = Scarce (40%)
-
R = Rare (10%)
The local law level will also affect
the availability of equipment.
-
No Law (0): All items
are two levels easier to acquire. Prices are 25 percent of the
price listed.
-
Low Law (1-3): All
items are one level easier to acquire. Prices are 50 percent of
the price listed.
-
Moderate Law (4-7): No
change.
-
High Law (8-9): All
items are one level harder to acquire. Prices are 200 percent of
the price listed.
-
Extreme Law (A+): All
items are two levels harder to acquire. Prices are 400 percent
of the price listed.
Notes on Prices:
In general, prices will tend to drop by 5
to 15 percent at each tech level after the tech level of introduction of an
item. Most items of a military nature can, on worlds with a population
level of 9+, be purchased in quantity at a discount. While discounts
vary from world to world, a general average provides discounts of 20
percent, 40 percent and 60 percent at volume.
Small arms and support weapons must be
purchased in lots of 20 (a case) to receive the 20 percent discount, lots of
100 to receive the 40 percent discount and lots of 1000 to receive the 60
percent discount.
Vehicles must be purchased in lots of 10
to receive the 20 percent discount, lots of 50 or more to receive the 40
percent discount, and lots of 100 to receive the 60 percent discount.
Ammunition must be purchased in lots of
500 units (clips, drums, cases, etc.) to receive the 20 percent discount,
lots of 1000 units to receive the 40 percent discount, and lots of 10,000
units to receive the 60 percent discount.
Wear Value Prices will also drop based on the wear
value of the piece of equipment:
| Wear Value |
Price Mod |
|
1 |
×0.9 |
| 2 |
×0.8 |
|
3 |
×0.7 |
| 4 |
×0.6 |
|
5 |
×0.5 |
| 6 |
×0.4 |
|
7 |
×0.3 |
| 8 |
×0.2 |
|
9 |
×0.1 |
| 10 |
×0.01 |
Shoddy Equipment Rule: Equipment can be
purposefully built with an initial wear value greater than 0. For every
wear value greater than 0, decrease the build time and cost by 5 percent (this
is in addition to any natural wear value, above).
-
Adventure 5: Trillion Credit Squadron.
©1981 by Game Designers' Workshop.
-
Book2: Starships. ©1977,
1981 by Game Designers' Workshop.
-
Book 4: Mercenary. ©1978 by Game
Designers' Workshop.
-
Book 5: High Guard. ©1980 by Game
Designers' Workshop.
-
GURPS: Ogre. ©2000 by Steve
Jackson Games Incorporated.
-
Traveller: The New Era. ©1993 by Game
Designers' Workshop.
|