Creating or Modifying Starships

## Introduction

The majority of this construction system works off of "Construction Points" or **CP**s. On most of the steps, you'll be choosing options from a table. Each of these options will have a CP value associated with it. At the end you'll total all of the CP you've selected and use that to determine the final cost for the starship.

It's best to keep some paper handy and make a note of your selection(s) and any relevant stats or CP costs for each step.

## Step 1: Ship Size

Choose a general size of the vessel. If you want to generate a vessel of a type not listed, determine which general category your ship would fit into and pick that. Generally determining how long your ship is going to be and fitting it into that category can do this.

Keep a running total on the number of CPs for the type of ship. Note that the basic hull frame has a cost of CPs for it. Also note that there is a "base hull" listing. This is the absolute minimum hull that a ship of this size would have. More hull dice can be added later. Keep this number as a running total.

"Length" refers to a starship's longest dimension, which could actually be its height or width. Note that larger ships take considerably more resources to construct and this will be reflected in the final cost.

The "Size" listing that corresponds with your chosen ship length is very important. Many of the following steps have restrictions for your choices based on the size. Be sure to remember what "Size" your ship is so that you can use that in later steps.

## Step 2: Crew Size

This step allows you to choose how many people it takes to operate the ship. This isn't the total number of people that can be on the ship, just the number of people that it takes to run the ship, including 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 crew size to your running total.

Feel free to use the **Online Crew Calculator** to determine your crew.

## Step 3: Life Support

After the size of the crew is determined to operate the ship, look at the Life Support table. Choose a number of people that the ship can support. This will be the crew plus any passengers, troops, prisoners, etc. that the ship can transport. 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: Storage/Cargo

Nearly every ship has some sort of storage aboard it. Some ships also have hangar space. Determine if your ship will have storage, hangars, or both. If the ship only has storage, compare the size of your ship with the restrictions. Pick the amount of cargo that your ship can carry. Add the CPs to your running total for the storage.

(kg = kilogram) (mt = 1 metric ton = 1000kg)

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.

> **Hangar Types:**
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> *Tiny:* Docking port or vessel hook only (no interior hangar space)
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> *Small:* Internal hangar with extremely limited repair and refueling facilities.
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> *Medium:* Internal hangar with decent repair, refit and refueling facilities.
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> *Large:* Internal hangar with good repair, refit and refueling facilities.
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> *Huge* Internal hangar with very good facilities and extensive refit and storage areas.
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## Step 5: Consumables

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: Sublight Engines

Determine the maximum speed your want your vessel to travel (i.e. its "Space" value). You have a choice of either choosing the speed closest to what you want, or you can choose a speed, even if it doesn't match with any of the numbers listed. If it doesn't match, use the number of CPs from the next higher step.

Add the number of CPs for your vessels speed, including the multiplied amount if building a larger ship, to your running total.

> **Cost Multiplier:**
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> *Size 1 - 4:* CP x 1
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> *Size 5 - 7:* CP x 3
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> *Size 8 - 9:* CP x 10
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## Step 7: Maneuverability

Your ship's ability to maneuver is based on its maximum 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 limit up to the amount defined by your speed. Generally, you should try to base you ships maneuverability off of how it looks or how you envision it to handle. Block shaped ships in SW would probably not be highly maneuverable.

Add the CPs for the maneuver systems, including the multiplied amount if building a larger ship, to your running total.

> **Cost Multiplier:**
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> *Size 1 - 4:* CP x 1
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> *Size 5 - 7:* CP x 3
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> *Size 8 - 9:* CP x 10
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## Step 8: Hyperdrive

Now you must determine whether your ship is capable of traveling in Hyperspace. If you want it to, you must look at the Hyperdrive Engines chart. The larger the ship you have, the more CPs it will require to get the faster drives. Ships can also carry a Backup Hyperdrive.

Add the CPs for the hyperdrive, including the multiplied amount if building a larger ship, to your running total.

> **Cost Multiplier:**
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> *Size 1 - 4:* CP x 1
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> *Size 5 - 7:* CP x 3
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> *Size 8 - 9:* CP x 5
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**Backup Hyperdrive:**

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## Step 9: Starship Hull

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 you're building. Add the "base hull" to the amount of hull dice that you choose from the chart below. Note the scales for the ship that you are constructing. If you are constructing a Starfighter, you will use Starfighter scale hull dice.

Add the CPs for the structure, including the multiplied amount if building a larger ship, to your running total.

Total the chosen structure and the base hull together to get your final Hull Dice for the vessel.

> **Cost Multiplier:**
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> *Size 1 - 4:* CP x 1
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> *Size 5 - 7:* CP x 2
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> *Size 8 - 9:* CP x 3
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## Step 10: Shields

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.

Add the CPs for the shielding, including the multiplied amount if building a larger ship, to your running total.

> **Cost Multiplier:**
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> *Size 1 - 4:* CP x 1
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> *Size 5 - 7:* CP x 2
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> *Size 8 - 9:* CP x 3
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## Step 11: Sensors

Ships normally have some sort of sensors on them. Not every ship will have them, but most advanced ships, capable of interstellar travel will have sensors of some type.

If you have a 100m starship, then it is Size 5. This gives it a modifier of 3 from the sensors table. Using this, we get max sensor ranges of:

*Passive:* 100 [(100 x 3) / 3]

*Scan:* 200 [(100 x 3) / 1.5]

*Search:* 300 [(100 x 3)]

*Focus:* 13 [(100 x 3) / 24]

We'll choose ranges of 30, 60, 90, and 5, respectively. Together, this gives us 185, which corresponds to 7400 credits (185 x 40).

You must purchase two aspects for your sensors. The first is the range. You determine your maximum available range using the ship length and the modifier provided in the table below. Most sensor types have a maximum range that is a certain percentage of the calculated max. Once you have the max range, you can choose whatever range you want each sensor mode to have, up to the max range. Total all the ranges together and multiply by 40 to get the sensor range cost in credits.

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> **Max Range:** (Round Up)
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> *Passive:* (<length> x <modifier>) / 3
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> *Scan:* (<length> x <modifier>) / 1.5
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> *Search:* (<length> x <modifier>)
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> *Focus:* (<length> x <modifier>) / 24
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> **Cost Per Range Increment:** 40
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Now we choose the sensor power. We'll use 2D, 3D, 4D+2, and 5D+1, respectively. That's a total of 45 (6 + 9 + 14 + 16) pips. The sensor power will cost 5625 (45 x 125).
Second, you purchase the power for each sensor mode. You can choose any power up to the maximum for your sensor type/mode. Determine how many total pips (1D = 3 pips) of power there are for all modes and multiply that by the cost per pip for your sensor type. This is the sensor power cost.

> **Max Power:**
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> *Passive:* 5D
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> *Scan:* 6D
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> *Search:* 7D
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> *Focus:* 8D
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> **Cost Per Pip of Power:** 125
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Total cost will be 13,025 (7400 + 5625).

Total the sensor power and range cost to get the total cost for your sensor system. Make a note of this cost since it will be part of the total cost for the ship.

## Step 12: Weapon Mounts

In order to best determine the number of weapons that a ship is capable of mounting, you must now go to the weapon mount 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 it will take up. Once the number of emplacements has been determined, following the restrictions of the size of your ship, you can move on to the next step which is purchasing weapons.

Add the CPs for the weapon mounts to your running total.

## Step 13: Choose Your Weapons

Choose your weapons from the Weapons Tables. You can mount any number of weapons on the ship as long as you do not exceed the number of "emplacement points" you determined in the last step. Also note that some of the weapons are restricted to certain ship classes.

The "Size" of each weapon in the Weapon Tables indicates how many Emplacement Points it will use up. So a weapon with a size of 7 will use up 7 Emplacement Points. Four weapons of size 6 will use up a total of 24 Emplacement Points.

Note the total cost of all the weapons.

**Weapons Tables**

## Step 14: Determine Cost

If your ship costs 117 CP, look at the **110** to determine the base amount. That would equal 250,000. There are still 7 CPs to go, however, so for each one look at the **+1 Column** following the **110**. Each CP is worth 25,000. Therefore, 7 CPs would equal 175,000. Add that to the 250,000. The base cost of the ship is 425,000.

So if you spent 14,000 on weapons, 8500 on the sensor system, and another 6,000 on special modifications (hidden cargo holds, long range communicator, etc.), that would add 28,500 to the 425,000 resulting in a grand total of 453,500 in order to produce the ship.

The total CP you now have is the final amount. Compare the total with the chart below to see the base cost for producing your ship. Find the number in the left column that is closest to your CP total without going over. The value in the "Base Cost" column is the base cost for the starship.

Take the remainder (your total CP minus the number in the first column of the row you just chose) and consult the "+1" column for that row. Multiply this remainder by the value in the "+1" column and add this to the base amount you got.

Now add the cost of the weapons, the cost for the sensors (both range and power), as well as any other special modifications or additions (subject to GM) to determine the final cost of your ship. Round up to the nearest 1000 credits.

("k" = 1000) ("m" = 1 million = 1,000,000) ("b" = 1 billion = 1,000,000,000)

## Step 15: Fill in the Details

Name the ship and fill in the "chrome" for it, including whatever you feel is important; where it was made, who flies it, where it's been, its name, or any other little things of note for it. Your ship is now complete!

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D6 Starship Generator created by Chris Curtis and adapted from the system created by Grimace (which, in turn, was based loosely on the system found in Wizards of the Coast's *Starships of the Galaxy*).
Link: https://web.archive.org/web/20030826061257/http://www.starwars-rpg.net/servais/shipgen/rules.php

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