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Ship Size

Class Length <5m 5-10 m 11-20 m 21-30 m 31-50 m 51-100 m 101-150 m 151-250 m 251-350 m 351-500 m 501-750 m 751-1000 m 1001-1500 m 1501-2500 m Mass <3 mt 12.5 mt 1100 mt 325 mt 1500 mt 12,500 mt 40,000 mt 200,000 mt 550,000 mt 1,500,000 mt 5,000,000 mt 12,500,000 mt 40,000,000 mt 200,000,000 mt Base Hull 1 pip 1 pip 2 pip 1D 1 pip 2 pip 1D 1D+1 1D+2 Size 1 2 3 4 5 6 7 8 9 CPs 1 1 2 3 4 10-20 20-30 30-40 40-50 50-60 60-75 75-90 90-110 110-150

Starfighter

Capital

Consumables
Duration 1 day 3 days 1 week 2 weeks 3 weeks 1 month 2 months 3 months 6 months 9 months 1 year 2 years 4 years 6 years Size Restrictions 2+ 2+ 3+ 3+ 4+ 4+ 4+ 5+ 5+ 5+ 6+ 6+ CPs 0 1 2 3 4 5 6 8 10 12 14 16 18 20

Life Support
Life Support 2 5 10 25 50 100 250 500 1000 2500 5000 10000 25000 50000 Size Restrictions 2+ 2+ 3+ 3+ 4+ 4+ 5+ 5+ 6+ 6+ 7+ 7+ 8+ CPs 1 2 3 4 6 8 10 12 14 16 18 20 25 30

Storage / Hangar
Cargo Capacity 100 kg 500 kg 1 mt 5 mt 10 mt 25 mt 50 mt 100 mt 150 mt 200 mt 500 mt 1000 mt 2500 mt 5000 mt 10,000 mt 15,000 mt 25,000 mt 40,000 mt 55,000 mt 75,000 mt 100,000 mt Hangar Size Tiny1 Tiny2 Tiny3 Tiny4 Size Restrictions 1+ 1+ 2+ 2+ 2+ 3+ 3+ 4+ 4+ 4+ 4+ 5+ 5+ 5+ 5+ 5+ 5+ 6+ 6+ 6+ 6+ CPs 1 2 3 4 5 6 7 8 9 10 12 14 16 18 20 25 30 35 40 45 50

Small1 Small2 Small4 Small6 Small8 Small12

Med4 Med8 Med12 Med18 Med24

Large12 Large18 Large36 Large48 Large72

Huge60 Huge90 Huge120

Notes:

Tiny Hangar: Small Hangar: Medium Hangar: Large Hangar: Huge Hangar:

Docking port or vessel hook only (no interior hangar space) Up to 10 crafts held internally with extremely limited repair/refuel area Ranges from 4 to 24 crafts held internally with decent facilities Up to 72 crafts held internally with good facilities and refit areas Up to 120 crafts held internally with very good facilities and extensive refit/storage area

Automation
Crew Size 1 2 5 10 25 50 100 150 250 500 1000 1500 2500 3500 5000 7500 10,000 15,000 25,000 35,000 50,000 2 1 0 3 2 1 0 4 8 4 2 1 0 Ship Size 5 6 70 50 35 20 10 0 90 55 40 25 10 0 7 100 75 45 25 10 0 8 120 85 55 30 15 0 9 140 90 60 35 15 0

Hyperspace Travel
Hyperdrive Speed x15 x10 x6 x4 x3 x2 x1 x0.5 Note: double cost for Capital Ships CPs 1 2 3 4 5 8 12 25

Maneuver Systems
Maneuvrability Speed Requirements 1D 1D+1 1D+2 2D 2D+1 5+ 2D+2 6+ 3D 7+ 3D+1 8+ 3D+2 9+ 4D 10 + 5D 12 + 6D 15 + Note: double cost for Capital Ships CPs 3 4 5 6 8 10 12 15 18 20 30 50

Sublight Engines
Speed Maximum Size Restrictions 3 5 6 7 8 9 410 415 320 2Note: double cost for Capital Ships CPs 2 4 6 8 10 12 15 30 50

Weapon Mounts
Emplacements 4 8 12 16 25 35 50 75 100 150 250 500 750 1000 1250 1500 1750 2000 2250 2500 Size Restrictions Normal Double CP 2+ 1 2+ 1 3+ 2 3+ 2 3+ 2 4+ 3 4+ 3 5+ 4 5+ 4 6+ 5 6+ 5 7+ 6 7+ 6 8+ 7 8+ 7 9+ 8 9+ 8 9+ 8 CPs 1 2 4 7 10 13 18 24 30 35 40 50 60 70 80 90 100 110 120 135

Sensors
Increments : Passive: Scan: Search: Focus: 5 12 25 1 Max #Increments = 10 Cost per incr. = 100 credits Max Sensor Power = 6D Cost per pip = 100 credits

Note : cost10 for Capital Ships

Structure
Starfighter Size CPs Restrict. 1+ 1 1+ 2 1+ 3 1+ 4 1+ 5 1+ 6 2+ 7 2+ 8 2+ 10 2+ 12 3+ 14 3+ 16 3+ 18 3+ 20 3+ 25 4+ 30 Capital Size CPs Restrict. 5+ 2 5+ 4 5+ 6 5+ 8 5+ 10 5+ 12 5+ 14 5+ 16 5+ 18 5+ 20 5+ 22 5+ 24 6+ 26 6+ 28 6+ 30 7+ 35 7+ 40 7+ 45 8+ 50 8+ 55 8+ 60 9+ 65

Shielding
Strength +1D +1D+1 +1D+2 +2D +2D+1 +2D+2 +3D +3D+1 +3D+2 +4D +4D+1 +4D+2 +5D +5D+1 +5D+2 +6D +6D+1 +6D+2 +7D +7D+1 +7D+2 +8D +8D+1 Size Restriction 2+ 2+ 2+ 3+ 3+ 3+ 4+ 4+ 4+ 5+ 5+ 6+ 6+ 7+ 7+ 8+ 8+ 9+ 9+ CPs Starfighter Capital 1 4 2 6 3 8 4 10 6 12 8 14 10 16 15 18 20 20 25 22 30 24 35 26 40 28 30 32 34 36 40 45 50 55 60 65

+1D +1D+1 +1D+2 +2D +2D+1 +2D+2 +3D +3D+1 +3D+2 +4D +4D+1 +4D+2 +5D +5D+1 +5D+2 +6D +6D+1 +6D+2 +7D +7D+1 +7D+2 +8D

Pricing
10 37k 90 400k 170 2.6m 250 8.4m
+1 0.8k +1 10k +1 50k +1 140k

20 45k 100 500k 180 3.1m 260 9.8m

+1 1k +1 15k +1 60k +1

30 55k 110 650k 190 3.7m

+1 1.5k +1 20k +1 70k +1

40 70k 120 850k 200 4.4m

+1 2k +1 25k +1 80k

50 90k 130 1.1mk 210 5.2m

+1 3k +1 30k +1 90k +1

60 120k 140 1.4m 220 6.1m

+1 4k +1 35k +1 100k +1

70 160k 150 1.75m 230 7.1m

+1 6k +1 40k +1 110k

80 320k 160 2.15m 240 7.2m

+1 8k +1 45k +1 120k

270 160k 11.4m

+1 280 290 180k 13.2m 200k 15.2m

300 220k 17.4m


+1

+1 +1 310 320 240k 19.8m 260k 22.4m 280k +1

+1 +1 +1 330 340 350 25.2m +300k 28.2m +320k 31.5m +350k

360 35m 440 101m 520 182m 600 328m 680 615m

+1 +400k +1 800k +1 1.4m +1 2.6m +1 5.5m

370 39m 450 109m 530 196m 610 354m 690 670m

380 460 117m 540 211m 620 382m 700 720m

390 470 126m m 550 227m 630 412m

+1

+450k 43.5m +500k 48.5m +550k +1 850k +1 1.5m +1 2.8m +1 6m +1 900k +1 1.6m +1 3m +1 7m +1 950k +1 1.7m +1 3.2m

400 54m 480 136m 560 244m 640 444m

+1 +600k +1 1m +1 1.8m +1 3.6m

410 60m 490 146m 570 262m 650 480m

+1 420 430 +650k 66.5m +700k 73.5m +1 +1 1.1m +1 2m +1 4m

+1 750k +1 1.3m +1 2.4m +1 5m

500 157m 580 282m 660 520m

+1 1.2m +1 2.2m +1 4.5m

510 169m 590 304m 670 565m

+1 +1 800 1000 10m 3420m 20m 1420m

Starfighter Weaponry
Laser Weaponry Light Laser Cannon Laser Cannon Heavy Laser Cannon Double Heavy Laser Cannon Assault Cannon Blaster Weaponry Light Blaster Triple Blaster Blaster Cannon Heavy Blaster Cannon Ionic Weaponry Light Ion Cannon Ion Cannon Heavy Ion Cannon Missile Weaponry Concussion Missile Launcher (10) Concussion Missile Heavy Concussion Missile Proton Torpedo Launcher (12) Proton Torpedo General Purpose Warhead Launcher Heavy Rocket Heavy Proton Bomb Beam Weaponry Light Tractor Beam Tractor Beam Heavy Tractor Beam Weapon Systems Turret Fire Control Damage 3D 4D 5D 6D 7D Damage 2D 3D 4D 5D Damage 2D 3D 4D Damage 8D 9D 9D 10D 11D Damage 4D 5D 6D Damage Fire Control 2D 2D 2D 2D 1D Fire Control 1D 1D 2D 2D Fire Control 2D 2D 2D Fire Control 1D 2D 3D Fire Control 2D 2D 2D Fire Control +1 pip Range 1-3 / 12 / 25 1-3 / 12 / 25 1-3 / 12 / 25 1-3 / 12 / 25 1-3 / 12 / 25 Range 1-5 / 10 / 17 1-5 / 10 / 17 1-5 / 10 / 17 1-5 / 10 / 17 Range 1-3 / 7 / 36 1-3 / 7 / 36 1-3 / 7 / 36 Range 1-2 / 8 / 15 1-2 / 8 / 15 1/3/7 1/2/5 1/2/5 Range 1-3 / 12 / 20 1-3 / 12 / 20 1-3 / 12 / 20 Range Emplacements 3 4 7 12 25 Emplacements 3 5 7 10 Emplacements 2 3 4 Emplacements 4 5 6 Emplacements 2 3 5 Emplacements Cost 1,500 2,500 4,000 7,000 15,000 Cost 500 1,000 2,000 3,000 Cost 1,000 1,500 2,500 Cost 3,500 500 1,200 2,500 800 8,500 2,000 5,000 Cost 2,000 3,500 5,000 Cost +50% 1,000

Capital Ship Weaponry


Laser Weaponry Laser Cannon Heavy Laser Cannon Light Turbolaser Turbolaser Heavy Turbolaser Double Turbolaser Turbolaser Battery Heavy Turbolaser Battery Ionic Weaponry Light Ion Cannon Ion Cannon Heavy Ion Cannon Missile Weaponry Proton Torpedo Tube (10) Assault Proton Torpedo Concussion Missile Tube (10) Assault Concussion Missile Beam Weaponry Light Tractor Beam Tractor Beam Heavy Tractor Beam Gravity Well Projector Weapon Systems Turret Fire Control Damage 3D 4D 3D 4D 5D 6D 7D 10D Damage 3D 4D 5D Damage 6D 9D Damage 4D 5D 6D special Damage Fire Control 2D 2D 2D 2D 2D 2D 1D 0D Fire Control 2D 2D 2D Fire Control 3D 2D Fire Control 2D 2D 2D 4D Fire Control +1 pip Range 1-3 / 12 / 25 1-3 / 12 / 25 3-15 / 35 / 75 3-15 / 35 / 75 3-15 / 35 / 75 3-15 / 35 / 75 3-15 / 35 / 75 3-15 / 35 / 75 Range 1-10 / 25 / 50 1-10 / 25 / 50 1-10 / 25 / 50 Range 2-12 / 30 / 60 2-5 / 30 / 60 Range 1-5 / 15 / 30 1-5 / 15 / 30 1-5 / 15 / 30 1-5 / 15 / 30 Range Emplacements 3 5 4 6 10 15 20 25 Emplacements 3 5 8 Emplacements 3 8 Emplacements 3 5 8 300 Emplacements Cost 8,000 10,000 10,000 12,000 18,000 25,000 40,000 60,000 Cost 8,000 10,000 15,000 Cost 8,000 1,500 12,000 2,000 Cost 8,000 15,000 20,000 2,000,000 Cost +50% 2,000

Generating / Pricing a ship


Step 1: Choose a general size of the vessel. The Ship Size chart will give you information about the average ship weight, its class (Starfighter or Capital), its size category (from 1 to 9), its base Hull value (this is the absolute minimum hull that a ship of this size would have - more hull dice can be added later) and the basis number of Construction Points (CPs) required for a ship of this length. Keep a running total on the number of CPs for the type of ship. Step 2: Go to the Automation table to determine how many people it takes to operate the ship. This isnt the total number of people that can be on the ship, just the number of people that it takes to run the ship (excluding gunners and hangar personnel if you have manned gunnery and hangar space). Note that certain ship sizes require a minimum amount of personnel to operate. Add the CPs for the automation to your running total. Step 3: After the number of people is determined to operate the ship, look at the Life Support table. Choose a number of people that the ship can support. The minimum amount of life support necessary is the amount equal to the crew. If you want your ship to be able to carry more than just the crew, choose a number that fits what you desire. Note that certain ship types (sizes) cannot have excessive life support systems, so make sure that the life support requirements for your ship fall within the restrictions. Add the CPs for the life support to your running total. Step 4: Nearly every ship has some sort of storage aboard it. Some ships also have hangar space. At this time, you need to determine if your ship will have storage, hangars, or both. If the ship has Storage, compare the size of your ship with the restrictions. Pick the amount of cargo that your ship can carry. Add the CPs for the cargo to your running total. If you want your ship to have the ability to carry smaller vessels, choose a Hangar size, as well as the number of vessels it can carry. Reference the notes under the hangars to see the quality of the hangars. Add the CPs for the hangars to your running total. Step 5: At this time, you must determine the general range of your ship. Determining the amount of Consumables aboard your vessel does this. Consumables are the amount of food, air, water, and whatever else is used and needs to be replenished. It is assumed that the amount of duration will cover the full amount of crew and passengers aboard your ship. Note that small ships have restrictions on the duration that they can operate. Add the CPs for the consumables to your running total. Step 6: Now you must determine whether your ship is capable of achieving faster than light speed. If you want it to, you must look at the Hyperspace Travel chart. If you want backup hyperdrives, the cost is identical to standard hyperdrives. The larger the ship you have, the more CPs it will require to get the high quality drives. Therefore, if you have a Capital scale ship, multiply the CP cost of the hyperdrives you want by 2. Add the CPs for hyperdrives to your running total. Step 7: Determine the maximum sublight speed your want your vessel to travel and refer to the Sublight Engines chart. Multiply the CP cost by 2 for Capital ships. Add the number of CPs for your vessels speed to your running total. Step 8: Your ships ability to maneuver is based on its maximum sublight speed. Typically, the faster the ship goes, the smaller it is, and the more maneuverable it can be. Depending on the speed of your ship, you can choose any Maneuverability up to the amount defined by your speed. Multiply the CP cost of the Maneuvering Systems by 2 for Capital ships. Add the CPs for the maneuver systems to your running total. Step 9: Now you must determine the structure of your ship. This will give you a final Hull Dice number for your ship. Go to the Structure chart and consult the size restriction for the ship you are constructing. Determine what level of hull dice you want your ship to have, not forgetting that you have a base hull for the type of ship youre building. Add the base hull to the amount of hull dice that you choose from the structure chart. Note the scales for the ship that you are constructing. Add the CPs for the structure to your running total. Total the chosen structure and the base hull together to get your final Hull Dice for the vessel. Step 10: Next would be to determine if your ship is going to have shields. Note the restrictions on the sizes of ships required to mount certain powers of shielding. Backup Shield cost half the listed price. Add the CPs for the shielding to your running total.

Step 11: Ships normally have some sort of Sensors on them. You must purchase two aspects for your sensors. The first is the range, which is bought in increments. For every increment, the sensors can reach as far as the number of units listed per increment. The various ranges per increment are listed for the types of scanning. After determining the range of the sensors, determine the sensor power. This is how many dice or pips are added to the characters sensor skill to detect things. After you have chosen both the range and the power, add the numbers of increments and pips and multiply the total by 100 (by 1000 for Capital ships). This value (in credits) will be added to the final price of the ship. Step 12: In order to best determine the number of weapons that a ship is capable of mounting, you must now go to the Weapon Mounts chart. The number of emplacements will show a rough estimate of how many weapons the ship can mount. Obviously, the larger the weapon, the more space and energy it will take up. Once the number of emplacements has been determined, following the restrictions of the size of your ship (you can mount more weapons on a ship on Size smaller than the restriction, but at double CP cost) you can purchase weapons. Note that Starfighter scale weapons mounted on Capital ships count a fifth of their number of emplacements. Capital scale weapons mounted on Starfighter scale ships count five times their number of emplacements. Add the CPs for the weapon mounts to your running total. Add the cost of the weapons to the final price of the ship.

Step 13: The total CPs you now have is the final amount. Compare the total with the Pricing chart to see the cost for producing your ship. Find the number that is closest to your CP total without going over. So if you have 37 CPs for your ship, look at the 30s to determine part of the amount. That would equal 55,000. There are still 7 CPs to go, however, so for each one, look at the +1 following the 30s. Each CP is worth 1500. Therefore, 7 CPs would equal 10,500. Add that to the 55,000. The total of the ship, without counting the cost of the weapons and sensors, is 65,500 credits. Now add the cost of the weapons or any other purchased systems to determine the final cost of your ship. So if you spent 14,000 on weapons, 4,500 on sensors and another 6,000 on special modifications (hidden cargo holds, long range communicator, etc.), that would add 20,000 to the 65,500 resulting in a grand total of 90,000 in order to produce the ship. Step 14: Name the ship and fill in the chrome for it, including whatever you feel is important; where it was made, who flies it, where its been, or any other little things of note for it. Your ship is now complete!

Pricing examples: Ship Length Crew Life Support Cargo Hangar Consumables Hyperdrive Maneuverability Speed Hull Shields Weapon Emplacements CP cost CP total CP cost Weapon cost Sensors cost Total Official Price X-Wing 12.5 2 1 110 kg 1 week 1 3D 8 4D 1D 2 0 1 1 2 12 12 10 8 1
26

B-Wing 16.9 1 1 45 kg 1 week 2 1D+1 6 3D 2D 2 1 1 1 2 8 4 6 5 4


54

Ghtroc 720 35 1 12 135 2 months 2 / 15 1D 3 3D+2 1D 3 8 3 9 6 9 3 2 6 1


6

YT 2000 29 2 8 110 2 months 2 / 12 1D+2 6 4D 1D 3 4 3 8 6 10 5 6 7 1


12

Corellian Imperial II Gunship Star Destroyer 120 24 1600 115 45 40 37,000 14 90 8 47,000 29 300 11 36,000 34 75+ 45 8 months 12 6 years 20 2 / 16 18 1 / 8 28 2D+1 16 1D 6 7 16 6 12 4D+2 20 7D+1 32 2D+1 12 2D+2 14
150 2500

10 59 117,000 37,200 3,600 157,800 150,000

192

72 172,000 49,200 3,900 225,100 220,000

2 52 96,000 3,000 3,300 102,300 98,500

4 57 111,000 15,000 2,900 127,900 130,000

35 201 4,480,000 329,000 21,000 4,830,000 4,800,000

135 484 140,000,000 5,580,000 69,000 145,649,000 145,670,000

- Work from Grimace & Krapou, Adapted from the Star Wars D20: Starships of the Galaxy -