Documente Academic
Documente Profesional
Documente Cultură
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:
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
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
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 -