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Ship Size

Class

Starfighter

Capital

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
110 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

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

Base Hull
1 pip
1 pip
2 pip

Size
1
2
3

1D

1 pip

2 pip

1D

1D+1

1D+2

CPs
1
1
2
3
4
10-20
20-30
30-40
40-50
50-60
60-75
75-90
90-110
110-150

Life Support
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
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

Small1
Small2
Small4
Small6
Small8
Small12

Med4
Med8
Med12
Med18
Med24

Large12
Large18
Large36
Large48
Large72

Huge60
Huge90
Huge120

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

Hyperspace Travel
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

100
75
45
25
10
0

120
85
55
30
15
0

140
90
60
35
15
0

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

9
410
415
320
2Note: double cost for Capital Ships

CPs
2
4
6
8
10
12
15
30
50

Sensors
Increments :
Passive:
Scan:
Search:
Focus:

5
10
20
1

Max #Increments = 10
Cost per incr. = 100 credits
Max Sensor Power = 6D
Cost per pip = 100 credits

Note : cost10 for Capital Ships

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

Structure

+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

Shielding
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

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

Pricing
10
37k

+1
0.8k

20
45k

+1

100
400k

+1
15k

180
3m

60k

90
300k

10k

170
2.5m

50k

250
9.3m

260
140k 10.7m

+1

+1

+1

1k

+1

30
55k

+1
1.5k

110
550k

20k

190
3.6m

70k

270
160k 12.3m
+1

+1

+1

120
750k

+1
25k

200
4.3m

80k

2k

+1

50
90k

+1

130
1m

+1
30k

210
5.1m

90k

+1
280
290
180k 14.1m 200k 16.1m
+1

+1
330
340
26.3m 350k 29.8m

400k

+1
410
420
68.3m 750k 75.8m

+1
+1
430
440
450
800k 83.8m 850m 92.3m 900m 102m

490
148m

1.4m

500
162m

1.5m

570
288m

2.2m

580
310m

2.4m

650
520m

4m

660
560m

4.5m

+1

+1

+1

+1

350
33.8m

+1

40
70k

+1
450k

+1
360
370
38.3m 500k 43.3m

+1

+1

+1

+1

510
177m

1.6m

590
334m

2.6m

670
605m

5m

+1

+1

+1

520
193m

1.7m

600
360m

2.8m

680
655m

5.5m

+1

+1

+1

3k

+1

60
120k

+1

140
1.3m

+1
35k

220
6m

100k

300
220k 18.3m
+1

+1
550k
+1
1m

530
210m

1.8m

610
388m

3m

690
710m

6m

+1

+1

+1

380
48.8m

4k

+1

70
160k

+1

150
1.65m

+1
40k

230
7m

110k

6k

+1

80
220k

+1

160
2.05m

+1
45k

240
8.1m

120k

8k

+1

+1
+1
310
320
240k 20.7m 260k 23.3m 300k
+1

+1
600k

460
112m

1.1m

540
228m

1.9m

620
418m

3.2m

700
770m

7m

+1

+1

+1

+1

+1
+1
390
400
54.8m 650k 61.3m 700k

470
123m
m
550
247m
630
450m

+1
1.2m
+1
2m
+1
3.4m

480
135m

1.3m

560
267m

2.1m

640
484m

3.6m

+1

+1

+1

+1
+1
800
1000
10m
20m
1520m
3520m

Starfighter Weaponry
Laser Weaponry
Light Laser Cannon
Laser Cannon
Heavy Laser Cannon
Double Heavy Laser Cannon
Assault Cannon

Damage
3D
4D
5D
6D
7D

Fire Control
2D
2D
2D
2D
1D

Range
1-3 / 12 / 25
1-3 / 12 / 25
1-3 / 12 / 25
1-3 / 12 / 25
1-3 / 12 / 25

Emplacements
3
4
7
12
25

Cost
1,500
2,500
4,000
7,000
15,000

Blaster Weaponry
Light Blaster
Triple Blaster
Blaster Cannon
Heavy Blaster Cannon

Damage
2D
3D
4D
5D

Fire Control
1D
1D
2D
2D

Range
1-5 / 10 / 17
1-5 / 10 / 17
1-5 / 10 / 17
1-5 / 10 / 17

Emplacements
3
5
7
10

Cost
500
1,000
2,000
3,000

Ionic Weaponry
Light Ion Cannon
Ion Cannon
Heavy Ion Cannon

Damage
2D
3D
4D

Fire Control
2D
2D
2D

Range
1-3 / 7 / 36
1-3 / 7 / 36
1-3 / 7 / 36

Emplacements
2
3
4

Cost
1,000
1,500
2,500

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

Damage
8D
9D
9D
10D
11D

Fire Control
1D
2D
3D
-

Range
1-2 / 8 / 15
1-2 / 8 / 15
1/3/7
1/2/5
1/2/5

Emplacements
4
5
6
-

Cost
3,500
500
1,200
2,500
800
8,500
2,000
5,000

Beam Weaponry
Light Tractor Beam
Tractor Beam
Heavy Tractor Beam

Damage
4D
5D
6D

Fire Control
2D
2D
2D

Range
1-3 / 12 / 20
1-3 / 12 / 20
1-3 / 12 / 20

Emplacements
2
3
5

Cost
2,000
3,500
5,000

Weapon Systems
Turret
Fire Control

Damage
-

Fire Control
+1 pip

Range
-

Emplacements
-

Cost
+50%
1,000

Laser Weaponry
Laser Cannon
Heavy Laser Cannon
Light Turbolaser
Turbolaser
Heavy Turbolaser
Double Turbolaser
Turbolaser Battery
Heavy Turbolaser Battery

Damage
3D
4D
3D
4D
5D
6D
7D
10D

Fire Control
2D
2D
2D
2D
2D
2D
1D
0D

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

Emplacements
3
5
4
6
10
15
20
25

Cost
8,000
10,000
10,000
12,000
18,000
25,000
40,000
60,000

Ionic Weaponry
Light Ion Cannon
Ion Cannon
Heavy Ion Cannon

Damage
3D
4D
5D

Fire Control
2D
2D
2D

Range
1-10 / 25 / 50
1-10 / 25 / 50
1-10 / 25 / 50

Emplacements
3
5
8

Cost
8,000
10,000
15,000

Missile Weaponry
Proton Torpedo Tube (10)
Assault Proton Torpedo
Concussion Missile Tube (10)
Assault Concussion Missile

Damage
6D
9D

Fire Control
3D
2D
-

Range
2-12 / 30 / 60
2-5 / 30 / 60

Emplacements
3
8
-

Cost
8,000
1,500
12,000
2,000

Beam Weaponry
Light Tractor Beam
Tractor Beam
Heavy Tractor Beam
Gravity Well Projector

Damage
4D
5D
6D
special

Fire Control
2D
2D
2D
4D

Range
1-5 / 15 / 30
1-5 / 15 / 30
1-5 / 15 / 30
1-5 / 15 / 30

Emplacements
3
5
8
300

Cost
8,000
15,000
20,000
2,000,000

Weapon Systems
Turret
Fire Control

Damage
-

Fire Control
+1 pip

Range
-

Emplacements
-

Cost
+50%
2,000

Capital Ship Weaponry

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

X-Wing

Length
Crew
Life Support
Cargo
Hangar
Consumables
Hyperdrive
Maneuverability
Speed
Hull
Shields
Weapon
Emplacements

12.5
2
1
110 kg
1 week
1
3D
8
4D
1D

B-Wing
2
0
1
1
2
12
12
10
8
1
26

16.9
1
1
45 kg
1 week
2
1D+1
6
3D
2D

Ghtroc 720
2
1
1
1
2
8
4
6
5
4
54

192

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

CP cost
CP total
CP cost
Weapon cost
Sensors cost
Total

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

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

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

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

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

135
484
140,200,000
5,580,000
69,000
145,849,000

Official Price

150,000

220,000

98,500

130,000

4,800,000

145,670,000

- Star Wars Starship Pricing and alterations created by Krapou 2006, based on original Starship Generation created
by Grimace 2002, both systems based loosely on the format originally listed in WOTCs Starships of the Galaxy -

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