| Diminutive | Racing ships, Small fighters, Personal Local system transports |
| Tiny | Standard fighter, Bombers, Personal Interplanetary transport, Solo Exploration vehicle |
| Small | Independent Freighter, Personnel Assault Transport, Patrol Craft, Yachts |
| Medium | Standard Company Freighter or Transport, Fleet Escort, Medical Frigate, Entertainment Cruise liner |
| Large | Gunship, Battle Cruiser, Escort Carrier, Deep space ore processor, Mega Cargo Transport |
| Huge | Star Destroyer, Industrial Super Transport, Republic Battleships |
| Gargantuan | Super Star Destroyer, Star Forge Space Station, Dreadnought Class Battleship |
| Colossal | DeathStar, Space Fortress |
For the most part individually owned ships range from diminutive to small, though occasionally one might own a medium sized ship. Because of the shear size and amount of crew needed to operate the larger ships means that individuals can not own them. They might be able to command such a ship but they would not own them outright.
When building a ship we start with the basics. This chart is a starting off point for designing your own ship.
| Size | length (meters) | Mass (in tons) | Crew Needed *1* | Life Suport max *2* | Cargo Capacity *3* | Hull hp *4* | Cost |
| Diminutive | 5 - 10 | 5 - 15 | 1 -2 | 4 | 25kg - 125kg | 100 | 10k |
| Tiny | 8 - 25 | 15 - 50 | 1 - 4 | 8 | 100 kg - 1 ton | 120 | 20k |
| Small | 16 - 100 | 50 - 200 | 2 - 12 | 60 | 2 - 36 tons | 140 | 40k |
| Medium | 28 - 600 | 100 - 650 | 4 - 67 | 350 | 5 - 100 tons | 200 | 100k |
| Large | 150 - 2400 | 650 - 1650 | 21 - 240 | 2500 | 50 - 1000 tons | 250 | 400k |
| Huge | 400 - 8000 | 1650 - 4000 | 67 - 727 | 25000 | 500 - 10000 tons | 380 | 1 million |
| Gargantuan | 1000 - 24000 | 4000 - 12000 | 200 - 2200 | 100000 | 2000 - 150000 tons | 630 | 10 million |
| Colossal | 10000+ | 12000+ | 2000+ | Unknown | 4000+ | 1050 | 100 million+ |
- First number is minimum number of crew (without automation) need to run a ship at its minimum size. Second number is minimum crew needed to fully run the ship at its largest size.
- You can replace some or all of the crew with automation but if damage is done that would affect crew, ship functions will be compromised at GM's discretion
- This is the absolute maximum number of living personnel it can support in the dead of space
- First number is cargo space left with all slots full, second number is with all slots empty (you may choose to have less or zero cargo space available in your ship.)
- The size of each cargo bay module is the minimum cargo size.
- Example - each cargo bay module for a small ship is 2 tons, each cargo bay module for a tiny ship is 100kg
- This is non modified or upgraded Hull hp. The Hull hp can be strengthened by upgrading the hull. Each upgrade uses 1 slot
| Diminutive | Tiny | Small | Medium | Large | Huge | Gargantuan | Colossal |
| 6 | 12 | 20 | 30 | 40 | 50 | 75 | 100 |
The different Modules that can be added to your ship allows for different functions and abilities.
| Weapon Systems | Shield Generators | Hull Armor | Standard Engines | Hyperdrive Engines | Navigation Computers |
| Backup Systems | Docking Bay | Bomb Bay | Mine Bay | Cargo Bay | Misc. |
Weapon Modules
In Star Wars the first system most ships require is a Weapons System. Weapon Sizes are given by the amount of modular space they take up, for example a W1 sized weapon takes up only 1 modular slot, While a W6 would use 6 modular slots.Due to limited surface area and power needs each size of ship can only have so many weapon positions as well. The following chart shows how many of each size of weapon a ship might be able to carry.
| Total Weapon Positions Available | w1 | w2 | w3 | w6 | w12 | w30 | w0* | |
| Diminutive | 4 | 4 | ||||||
| Tiny | 5 | 5 | 1 | |||||
| Small | 6 | 3 | 3 | 2 | ||||
| Medium | 7 | 1 | 4 | 2 | 4 | |||
| Large | 8 | 4 | 3 | 1 | ||||
| Huge | 10 | 3 | 3 | 4 | ||||
| Gargantuan | 13 | 3 | 4 | 4 | 2 | |||
| Colossal | 16 | 5 | 6 | 4 | 1 |
- w0 is small enough that it doesn’t count towards weapon total or take up module slots the way standard weapons do.
Example : if you are building a small ship, you have space for 3 w1 and 3 w2. You choose to downgrade 1 of your w2 position to a w1 weapon. This gives you 4 w1 weapons and 2 w2 weapons.
- You may not have more weapons than positions available no matter how much you downgraded a weapon slot.
Shields
Shield Generators : Shields provide regenerative protection from the dangers of space. The size and power of shields can be varried up to a point. Each ship size determines the strength of shields it can hold and the configuration of the shield generators. Shield generators come in numerous sizes and strengths. The following chart has the maximum standard shield strength that can be put into a ship of its size for the following configurations.- Remember when choosing your shield configuration using multiple shields allows for angling your shields.
| Single Shield | Forward and Aft Shield | Forward, Aft, Port and Starboard Shield | |
| Diminutive | 120 HP | ||
| Tiny | 150 HP | 120 HP each | |
| Small | 190 HP | 150 HP each | 120 HP each |
| Medium | 250 HP | 190 HP each | 150 HP each |
| Large | 250 HP each | 190 HP each | |
| Huge | 250 HP each | ||
| Gargantuan | 300 HP each | ||
| Colossal | 300 HP each |
You may buy weaker shields than listed for each configuration but it requires special enhancements and costs to have stronger shields. (See Tech Specialist)
Cost: 50x shield hp
Armor
The hull of a spaceship is rather delicate unless it is upgraded to withstand the pounding that can come with a conflict or traveling in unknown space.Each hull upgrade uses an exponential amount of slots. For the first upgrade it uses 1 slot, the second uses 2 slots, the 3 uses 4 slots, the 4th 16 slots, the 5th uses 64 slots,... (example adding 3 hull upgrades to a ship will use 7 slots total.)
The following chart shows how much each hull upgrade will improve your ships Hull
| Diminutive | Tiny | Small | Medium | Large | Huge | Gargantuan | Colossal |
| 25 HP | 30 HP | 40 HP | 55 HP | 90 HP | 120 HP | 160 HP | 200 HP |
Engines
Engines provide movement for a ship. There are 2 different types of Engines that your ship will need. A booster and a thruster. The booster provides velocity which is how fast your ship will go, while a thruster provides maneuverability and is how agile your ship is.Each ship has a maximum number of engines they can add to there superstructure, in addition there is a maximum of any 1 type you can add to a ship. There is no minimum amount of engines needed but you must have at least 1 Booster and 1 Thruster engine or you will not be able to fly the ship. (Ships that can't fly are called stations.)
The following chart shows the total number of engines you can fit on a ship as well as the maximum of any 1 type of engine that can be fitted to a ship. The cost of an engine and the speed and maneuverability that your engine will provide.
| Total # of Engines | Max # of Booster or Thruster | Cost per engine | Speed of Booster | Turning of Thruster | |
| Diminutive | 3 | 2 | 1000 | 3 | 2 |
| Tiny | 4 | 3 | 2000 | 2 | 2 |
| Small | 5 | 3 | 4000 | 1 ½ | 1 ½ |
| Medium | 6 | 4 | 8000 | 3/4 | 3/4 |
| Large | 8 | 5 | 20000 | 1/2 | 1/2 |
| Huge | 10 | 8 | 40000 | 1/4 | 1/4 |
| Gargantuan | 16 | 10 | 40000 | 1/8 | 1/8 |
| Colossal | 20 | 12 | 40000 | 1/16 | 1/16 |
*When using the fractions for movement use whole numbers first and save the fraction and add it to your next turns movement.
- example : A small ship has 1 engine tuned for thrust, it travels 1 ½ forward each turn. On turn one the ship moves 1 space. It saves the ½ space saving it for the next turn. The next turn the ship adds the ½ from the previous turn to 1 ½ for this turn allowing the ship to move 2 spaces.
These engines also provide combat boost for ships sized small and under. Boost will determine your Bonus to attack (for fixed guns only, turrets come with different bonus settings) , while Thrust will provide defense. (rounded down) Example : A Small ship with a booster rating of 4½ and thrust rating of 1½ will get a + 4 to hit and a +1 to its defense.
Other Modules
Hyperdrive Engine- Hyperdrives allow spaceship to travel to different systems. A hyperdrive bends space and allows a ship to enter hyperspace and travel faster than light. Hyperdrive engines are scaled to a ships size because moving a smaller object into hyperspace is easier than a larger object. A Hyperdrive uses one slot in the modular design of spaceships. A Hyperdrive cost 3x the cost of an engine. example: An Engine for a Medium ship cost 8000 credits, therefore a Hyperdrive would cost 24000 credits
- Hyperdrive Multipliers are based on the size of the ship and shows how many turns it would take to calculate a jump to Hyperspace. You can jump earlier but the chances for a wreck or becoming lost grows with how early you jump.
- Tiny and less need 3 turns to calculate jump time. Small is 4 Medium is 5 Large is 6 Huge is 7 Gargantuan and Colossal are 8
| Turns left and chance of becoming Lost |
1 - 33% | 2 - 50% | 3 - 70% | 4 - 75% | 5 or higher - 80% |
| Turns left and chance Undamaged | Moderate Damage | Heavy Damage | Distroyed |
| 1 - 50% | 30% | 15% | 5% |
| 2 - 30% | 40% | 20% | 10% |
| 3 - 20% | 30% | 30% | 20% |
| 4 - 15% | 25% | 30% | 30% |
| 5 - 10% | 15% | 25% | 50% |
| 6 or higher - 5% | 5% | 15% | 75% |
Nav computer :
- Any ship desiring to use a hyperdrive must have a means to calculate the jump. Most often this is in the form of a Nav Computer or an Astromech droid. Often tiny ships will opt to install a port for the astromech droid to help navigate the ship. This is preferred over a Nav computer because the droid can also act as a crew member helping with repairs or other jobs that the pilot is too busy too. Larger ships tend to prefer a Navigation computer that can't wander off and they have no need for 1 extra crew.
- The cost of all Navigation Computers are standardized but the cost of linking additional computers can become expensive. Cost of the first Navigation computer is 1000 credits. Additional computers are 5 times more expensive to install than the previous computer. Cost of the first Navigation computer is 1000 credits. Additional computers are 5 times more expensive to install than the previous computer.
- Example: If you wish to install 4 navigation computers on your ship the cost is calculated as follows. The first computer cost 1000 The second computer is 5x the previous or 5000 credits, the third follows the pattern costing 5 x 5000 credits or 25000 credits The final computer cost is 5 x 25000 or 125000 credits . Your total cost is 1000 + 5000 + 25000 + 125000 or 156000 credits
- The time to enter hyperspace is dependent on the size of your spaceship.
- The speed you can go into Hyperspace is number of modules divided by 6.
- Small ships have 20 modules / divided by 6 is 3.33 rounded up to 4 turns.
| Diminutive | Tiny | Small | Medium | Large | Huge | Gargantuan | Colossal |
| 1 | 2 | 4 | 5 | 7 | 9 | 13 | 17 |
Docking bay module:
- Simply Convert cargo bay into a docking bay using a modular slot to allow for necessary changes to structure and power supplies. Each Docking bay allows for the exit or entrance of 1 ship every turn. If the bay is damaged no ships can use it till it is fixed. For ships to be stored in a docking bay, the space must be double the mass of the ship. This allows for the ships care and maintenance.
Bomb bay and Mine bay module:
- Use 1 modular slot for epuiping the bay and delivery systems. First slot will hold 20 explosives an additional slot will hold 40 more available for delivery. You may store the explosives in a standard cargo bay, but unless they are in a designated slot they will not be available for use.
Other modules : Medical bay and other optional facilities can be added by converting cargo bay space to the desired facility. GM's discretion on ability of facilities
Standard Equipment
All ships have some standard equipment. No modular space is needed for these systems. However you may use a slot for a backup of any of the listed systems in case the original was damaged. The cost of an engine is the basis for the price of each backup.| Standard Equipment | Cost |
| Stabilizer's to allow for the smooth function of all the different parts running on the ship. | ½ the price of an engine |
| Sensors to detect and scan providing a plethora of information sometimes more than what the crew of the ship needed to know. | ½ the price of an engine |
| A power core to provide for the energy needs of the ship | 2x the price of an engine |
| Life Support - providing breathable air to the crew and passengers | 1x the price of an engine |
| Safety equipment which includes fire suppression, dampening fields, emergency medical supplies for the crew | 1/4 the price of an engine |
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