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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
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
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
+1 1k +1 15k +1 60k +1
+1 2k +1 25k +1 80k
+1 3k +1 30k +1 90k +1
+1 4k +1 35k +1 100k +1
+1 6k +1 40k +1 110k
+1 8k +1 45k +1 120k
360 35m 440 101m 520 182m 600 328m 680 615m
370 39m 450 109m 530 196m 610 354m 690 670m
+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
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
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
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
192
- Work from Grimace & Krapou, Adapted from the Star Wars D20: Starships of the Galaxy -