Streets of Maltese
Wonderous Item Pricing
Quick and Dirty Item Price Calculations
Base Weapon Costs
|Die Code||Stun||Standard||AP Stun||Dual Purpose||AP||AP Dual Purpose|
The weapon chart cost covers the base price of weapons by damage they do. Energy and Melee weapons use the full chart while conventional guns only use the standard damage chart and instead modify the cost of ammo for special features.
Conventional guns come in a wide variety, but some of the more common are .22 LR (2D), 9mm/.38 Spcl. (3D), 4.7mm/.40 S&W (4D) .45 ACP/.357/410 GA (5D) 5.56 Nato/.44 Magnum/16 GA (6D) .454 Casull/.50 AE /12 GA (7D), 7.62 Nato/.500 Magnum/10 GA (8D), and .50 BMG (14D) Heavy weapons are often metric with 20 mm (20D), 25 mm (25D), 30 mm (30D), 40mm (40D), 60mm (60D), 90mm (90D), and 120 mm (120D) being among the more common.
Standard shells cost 1/1,000th the base damage cost. Stun rounds cost the same. Shotshells cost double. Armor Piercing rounds cost triple. Explosive rounds cost 5 times as much.
Shot rounds are 5 points easier to hit with but armor counts double against them.
Explosive rounds reduce damage by a factor of double the blast radius (a 2 yard radius does 1/4 the base damage, so a 12 Ga grenade would do 4D in a 1 yard radius, 2D in a 2 yard radius, or 1D in a 3 or 4 yard radius).
A standard hand grenade is 30mm with a 3 yard blast radius for 5D damage and worth 41 credits. A beefier 40mm hand grenade with a 4 yard blast radius but the same damage would be 150 credits.
Other Cost Modifiers:
Full Auto or Burst Capability: Cost is 1/2 the Rate of Fire (RoF or Burst rating) times the base damage cost. RoF-2 (x1), Rof-3 (x1.5), RoF-4 (x2), RoF-5 (x2.5) Guns with a RoF higher than 5 should have multiple barrels (1 barrel per 2 RoF) Rof-6 (x3 and 3 barrels), RoF-8 (x4 and 4 barrels), RoF-10 (x5 and 5 barrels), RoF-14 (x7 and 7 barrels).
Accuracy: Standard Accuracy is assumed. Cheap weapons have poor accuracy, but cost 40% less for base damage than their well made counterparts (Multiply damage cost by 0.6). Well made guns with Good accuracy cost double the base damage cost. The most accurate weapons have superior accuracy, but cost five times as much for base damage cost. (Ammo cost remains the same for ranged weapons of superior quality).
Range: Ranged weapons cost extra for the ability to project something over distance. The cost for this is 5 credits per yard of standard range (20-30 for most handguns and 100 for most rifles).
Magazines: Weapons with a built in magazine capacity of 10 or less don’t pay extra for it. Weapons with external magazines the cost is 1/100 the base damage cost per shot the magazine holds. Most weapons come with 1 or 2 empty magazines when purchased.
Smartgun Link: The cost of this modification is equal to the base damage cost of the weapon and makes the weapon one category more accurate when linked to a smartgun targeting package (no real benefit for a Superior quality weapon unless equipped with other features like remote targeting).
Type: General description of vehicle (submarines, spacecraft, burrowers, and aircraft all use pilot while boats, walkers, hovercraft, cars, and tanks all use drive).
Style: Average is assumed, subtract 40% from cost if poor, add 100% if good and add 400% if superior.
Reliability: Average is assumed, subtract 40% from cost if poor, add 100% if good and add 400% if superior.
Maneuver: Average is assumed, subtract 40% from cost if poor, add 100% if good and add 400% if superior.
Speed: in miles per hour (Base pool x speed / 100 for wheeled cars; /50 for hovers, treads, boats; /20 for walkers, submarines, or conventional aircraft; /10 for spacecraft, burrowers, and magic flight vehicles)
Range: In Miles, cost is range x base pool / 1,000 (most real cars have a 300-400 mile range)
Seating: Cost is 100 per seat (Put into base pool)
Cargo: Cost is 1 per pound (put into base pool)
Armor: Cost is Armor squared (Put into base pool)
Hits: Cost is 1 per hit (Put into base pool)
Extras: Cargo space can be converted to all sorts of other things such as sleeping quarters, life support systems, weapon mounts, medical bays, sensors systems, and so on. These are added afterwards and therefore not part of the base cost pool.
As a general rule if there is no other guideline any other gear has a base cost of 100 Credits at average quality. making the typical item price range 60 Credits to 500 credits.
Clothes; general suit/outfit is 100 credits, but someone might buy one just for fashion with a good rating for an extra 100 credits, but also want it to be professional looking, business savvy, and even flattering for good ratings with professionalism, business, and persuasion. They now have a 500 credit suit perfect for most business meetings.
Another character wants a security toolkit, but is down on his luck and so the 60 credit model with a poor rating will have to do’ it’s still 5 points easier than doing it by hand.