Ship Creation

When creating a ship the first is how big do you wish your ship to be (and how expensive).  Ships size does not determine what a ship will be but some classic examples of ships of certain sizes are as follows.

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+

  1. 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.
    1. 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
  2. This is the absolute maximum number of living personnel it can support in the dead of space
  3. 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.)
    1. The size of each cargo bay module is the minimum cargo size.
      1. Example - each cargo bay module for a small ship is 2 tons, each cargo bay module for a tiny ship is 100kg
  4. This is non modified or upgraded Hull hp. The Hull hp can be strengthened by upgrading the hull. Each upgrade uses 1 slot 
When designing a new ship each size only has so much space to be able to hold equipment.  Engines, Guns, computers, cargo bays all take up space.  The size of you ship determines how many "Slots" or modules can be put into your ship.

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.
Note: When fitting weapons to your ship you may always downsize a weapon slot.
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.
  1. 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 ship2x the price of an engine
Life Support - providing breathable air to the crew and passengers1x the price of an engine
Safety equipment which includes fire suppression, dampening fields, emergency medical supplies for the crew1/4 the price of an engine

Backup Systems

Any part of the Standard Equipment may have a backup systems.  The Backup does use a modular slot in order for it to be functional.  Additionally, Hyperdrives, Nav Computers and Shield Generators may also have a backup.  Backups provide nothing extra only relief if something happens to the original equipment.

Landing Gear:

All ships medium and below can have landing gear.  If the gear is removed it does not free up modular slots and the ship can no longer land anywhere.  It can still dock with other space bound ships or stations.  It is not unheard of but Large ships rarely have landing gear.  They are considered too large to navigate or maneuver in.  The Huge and bigger ships can not land and for the most part stay well away from a planets atmosphere.

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