Like myriad unfortunates before me, I find myself compelled to jam the square peg of Mothership's loosely sketched economy into the round hole of a persistent campaign played by bean-counting nerds. And there's one particular thing that, like many before me, I got stubbornly snagged on: Warp cores are really, really expensive. So expensive that the vast majority of work in published materials, often including a job that comprises an entire module, won't even cover a one-way trip from the next system over. (I've touched on this before!)
Now, if you go to Reddit or Discord to search for other people's thoughts about this, you're likely to encounter the observation that, in A Pound of Flesh, there's a Warp Core Vault on Prospero's Dream where it's possible to score cores for a mere 50kcr a pop (APOF p. 43). Most people seem to dismiss this as an unreconciled holdover from 0e; warp cores used to be cheaper, and now they're prohibitively expensive to make interstellar travel an enormous undertaking and emphasize how small and economically powerless the PCs are in the big scheme of things.
But what if neither the 50kcr price on the Dream nor the 1mcr cost in the base 1e rules is “wrong,” and they don't need to be reconciled? I've been warming to the idea that they simply represent extreme possibilities: If you're at a major, densely populated economic hub (e.g., the Dream) that either produces warp cores or is a major transshipment point where a lot of commercial ship traffic (some with warp cores as cargo) passes through; there's a substantial gray or black market at that location; and you have strong connections to whatever group controls access to the cores (perhaps they owe you favors, even), you can score warp cores for as little as 50kcr a pop—maybe even less.
On the other hand, if you're at the only inhabited station in some bumfuck system at the ass end of the Rim, where the few hundreds, or few dozen, permanent residents keep a few warp cores on hand to sell to ships passing through, but have no local access to more, and you're a stranger whom none of the locals know from Adam, you pay full freight. Maybe more, if you seem desperate, or if they're down to the very last of their inventory (or both).
We could cook up a table for prices, something like (and probably derived from) the trade tables in the Stars Without Number supplement Suns of Gold—roll 2d10, “subtract X for each of the following conditions” and “add Y for each of the following conditions,” get a percentile modifier to apply to a base price somewhere in the vicinity of 200kcr or 250kcr—and if I ever published a campaign setting or something that really needed to formalize this, I probably would. For the campaign I'm now running, though, I feel pretty comfortable just spitballing.
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What does need to be defined more carefully, of course, is what happens when players do the obvious, smart thing and jump at the first chance to hoard warp cores. The low-end price is still far too spendy for starting characters, and even many sessions down the road, modestly successful owner–operators are never more than a few months away from crushing debt and will probably think twice before dumping six-figure sums into speculative stockpiles…but after thinking twice, they'll probably do it. Hell, they'll probably want to look for profit-turning opportunities the next time they meet another crew at some backwater station where cores cost a fortune. So I want some kind of soft cap on how many cores they can just shove into the reactor component.
The description of warp cores in the 1e rules leaves a lot to the imagination, but it does emphasize that cores are dangerously radioactive, and of course we know that hyperspace travel is weird and scary. Warp cores should have a touch of the weird and scary about them too—maybe they come from hyperspace, somehow. Maybe they contain malign hyperspace energies. Maybe they're made of condensed hyperspace ghosts! Who knows. In any event, if you put too many of them in the same place, bad things happen.
When you jump, roll d10 + the number of extra cores the ship is carrying:
1–10: The jump proceeds as normal (or at least as normal as a hyperspace jump ever is).
11: The ship sustains minor damage. Roll once on the Maintenance Issues table (SBT p. 39); reroll Major Repairs.
12: Upon awakening from cryo, the crew are afflicted with persistent disturbing hallucinations (sanity save every day for 1d5 days).
13: The jump consumes one of the stored cores.
14: The ship sustains major damage. Roll twice on the Maintenance Issues table. If your first roll results in Major Repairs, do not make a second roll.
15: The jump consumes two of the stored cores.
16+: Warp core containment failure. As radiation leak from Maintenance Issues table, and the damaged core must be ejected unused.
This probably needs some tweaking and playtesting—the step up from faintly dangerous nuisance results on 10 and 11 to economically disastrous ones on 12+ is pretty steep, and the ~50% risk of needing Major Repairs on a 13 is a pretty harsh disincentive to ever carry more than four cores at a time—but it'll do for a start. (How do freighters move large quantities of warp cores for wholesale purposes? Special containment fields, of course. Very expensive, very bulky, can only be fitted on enormous supertanker-like ships far beyond the PCs' means.)




