Starship House Rules
This is a revision to the starship rules for the Star Wars RPG. Much of the system is left intact, as the rules are fairly good, but this revision makes them just right.
Starship Systems
Sensors:
Sensors can be used in one of four modes, each with its own bonuses and limitations. Sensor rolls are made using the Computer Use skill.
Mode |
Range |
Bonus to Roll |
Action Required |
Passive |
Short (5) |
+0 |
Free Action |
Scan |
Medium (10) |
+2 |
Move Action |
Search |
Long (20), 1 arc only |
+4 |
Attack Action |
Focus |
Extreme (40), 1 arc only |
+6 |
Full-Round |
Starship Sensor Detection: |
Size |
DC |
Size |
DC |
Size |
DC |
Colossal |
4 |
Large |
10 |
Tiny |
16 |
Gargantuan |
6 |
Medium |
12 |
Diminutive |
18 |
Huge |
8 |
Small |
14 |
Fine |
20 |
Sensor Range Modifiers: |
Range to Target |
Distance in Hexes |
DC Modifier |
Point-Blank |
0-1 |
-4 |
Short |
2-5 |
0 |
Medium |
6-10 |
+2 |
Long |
11-20 |
+4 |
Extreme |
21-40 |
+8 |
Out of Range |
41+ |
Impossible |
Sensor Situation Modifiers: |
Situation |
DC Modifier |
Target is using scan, search, or focus mode |
-4 |
Target is powered down |
+4 |
Target is using sensor mask |
Varies |
Target is concealed behind an object 3 sizes better than itself |
+10 |
Starship Combat
Starship Combat Actions:
Each crewman on a starship has 1 move action, 1 attack action, and at least 1 free action (if not more). What can be done with each action depends on what job a character has.
Commander:
Commanders direct action on-board their ship.
Action Required |
Description |
Roll Required
| Effect |
Free Action |
Issue Simple commands |
None |
The crew carries out your orders (unless they don't want to) |
Move Action |
Countermand orders |
None |
The commander clarifies the order for the crewman, so it is executed closer to what the commander wanted (unless the crewman doesn't listen) |
Move Action |
Guide a crewman |
Charisma roll DC 10 |
The crewman gains a +2 morale bonus to their roll |
Full-Round Action |
Issue a complex order |
None |
The crew coordinates their efforts into a complex action (unless they don't follow the order) |
Pilot:
The pilot determines where the ship moves. Before taking any action, they must declare what speed the ship is operating at: Stationary, Docking, Cruising, Attack, or Ramming. Pilots who execute Full-Round Actions (because they are operating another ship system which requires a full-round action) place a -4 penalty on their ship's Defense until their next action, but may still move the ship as normal. Pilots who make attacks using non-front facing weapons suffer a -4 penalty to their attack rolls. Finally, a pilot may give up their next attack action to make a pilot roll at any time one is required.
Action Required |
Description |
Roll Required
| Effect |
Free Action |
Fly Defensively |
None |
Gain a +2 dodge bonus to defense, but all rolls made by anyone on-board have a -4 penalty; attack rolls have a -2 penalty |
Free Action |
Make an attack run |
None |
Gain a +2 bonus to attacks, but take a -2 penalty to defense |
Move Action |
Move the ship |
None |
Move the ship up to a number of hexes equal to the ship's current speed |
Attack Action |
Movement Boost |
Pilot roll |
Increase the number of hexes the ship may move by up to 4 |
Attack Action |
Landing or Docking |
Varies |
See Page 220-221 |
Attack Action |
Avoid Missiles |
Pilot roll of varying DC |
Keep a missile from hitting your ship |
Attack Action |
Establish pursuit |
Opposed Pilot roll against a ship in point-blank range |
Pursue a target |
Attack Action |
Escape pursuit |
Opposed Pilot roll against a ship pursuing you |
Lose your pursuer |
Attack Action |
Avoid hazards |
Pilot roll of varying DC |
Keep something from coming into contact with your ship |
Attack Action |
Avoid point-defense systems |
Pilot roll of varying DC |
Reduce the effectiveness of point-defense systems |
Attack Action |
Resist/escape tractor beam |
Pilot roll of varying DC |
Either keep a tractor beam from moving you, or escape it entirely if you succeed your roll by 10 or more |
Gunner:
Though technically the title of gunner refers to characters who only operate a weapon station, the rules for gunners can apply to anyone using a weapon.
Action Required |
Description |
Roll Required
| Effect |
Move Action |
Switch fire-link modes |
None |
Change a fire-linked weapon from firing for increased damage to increased accuracy, or vice-versa |
Attack Action |
Fire a weapon |
Attack roll |
Fire a single weapon at a single target |
Full-Round Action |
Fire multiple weapons |
Multiple Attack rolls with a -2 penalty to each roll for each weapon being used |
Fire multiple weapons at a single target |
Full-Round Action |
Fire a weapon in multi-fire mode |
2 attack rolls with a -4 penalty to each roll |
Fire multiple shots at a single target |
Full-Round Action |
Fire a weapon in auto-fire mode |
3 attack rolls with a -4 penalty to each roll |
Fire multiple shots at a single target |
Full-Round Action |
Fire a missile |
Attack roll |
Fire a single missile at a single target |
Full-Round Action |
Make an Aimed Attack |
Attack roll with a +2 bonus |
Make a single attack with a +2 bonus, as per Aimed Attacks |
Sensor Operator:
Sensor Operators keep track of what's happening on the battlefield so the crew can properly respond to threats.
Action Required |
Description |
Roll Required
| Effect |
Free Action |
Scan using passive mode |
Computer Use roll |
Identify objects within short range |
Move Action |
Scan using scan mode |
Computer Use roll with +2 bonus |
Identify objects within medium range |
Attack Action |
Scan using search mode |
Computer Use roll with +4 bonus |
Identify objects within long range |
Full-Round Action |
Scan using focus mode |
Computer Use roll with +6 bonus |
Identify objects within extreme range |
Attack Action |
Aid Attack |
Computer Use DC 20 |
Give one gunner a +2 to attack on their attack for the round |
Attack Action |
Aid Defense |
Computer Use DC 20 |
Give the ship a +2 to Defense until its next action |
Attack Action |
Help avoid hazards |
Assist roll using Computer Use |
Assist the pilot in avoiding hazards |
Engineer:
It is the job of the engineer to keep the ship together during combat, and put it back together afterwards.
Action Required |
Description |
Roll Required
| Effect |
Move Action |
Reroute Power |
Repair roll of varying DC |
Take power from one system, or give more power to another system |
Full-Round Action |
Jury-Rig |
Repair roll of varying DC |
Restore battle damage done to your ship for the duration of the encounter; destroyed systems may not be restored in this manner |
Shield Operator:
The shield operator is in charge of keeping a ship's shields working.
Action Required |
Description |
Roll Required
| Effect |
Move Action |
Angle Shields |
None |
Double shield points for one arc by taking them away from all other arcs |
Attack Action |
Restore shields |
Computer Use roll of varying DC |
Restore a random amount of shield points |
Starfighters and other ships with very small crews must prioritize what needs to be done in a round more, as they cannot do everything at once, while larger ships have the advantage of more people to fill out the roles and handle what needs to be done.
Crew Quality:
Crews have the following statistics for starship combat based on their quality:
Quality |
Level |
Attack |
Initative |
Skill Rolls |
Cost per Week per Crewman |
Untrained |
0 |
-2 |
-1 |
-4 |
|
Poor |
1-2 |
+0 |
+0 |
+5 |
|
Normal |
3-4 |
+1 |
+0 |
+8 |
|
Skilled |
5-6 |
+2 |
+1 |
+11 |
|
Expert |
7-8 |
+3 |
+2 |
+14 |
|
Veteran |
9-10 |
+5 |
+3 |
+17 |
|
Ace |
11+ |
+7 |
+4 | s
+20 |
|
Making Attack Rolls:
Attacks with starship weapons are calculated differently than normal attacks. First determine the character's normal ranged attack modifier without any modifiers specific to starship combat, such as starship Familiarity or Fire Control Systems. Divide this number in half, rounded down, and then apply any applicable starship bonuses or penalties.
The penalty for not being proficient with starship weaponry is only -2 instead of the typical -4. Piloting rolls still have a -4 penalty, however. Feats such as Rapid Shot and Far Shot may not be used to enhance starship combat.
Example: Chon Gui Muy has a base attack bonus of +8 and a Dexterity of 20, giving her another +5 to ranged attacks for a total of +13. By dividing this in half, rounded down, you have an attack bonus of +6. Since Chon Gui Muy has Starship Operations: Starfighter, she does not take the -2 penalty for using starfighter weapons. Additionally, since Chon Gui Muy has starship Familiarity of +1, she gains an additional +1 to attack when behind the guns of a ship she is used to using, for a total ranged attack modifier of +7. Were she to use the weaponry on a space transport (which she is not proficient in and not used to using), her attack bonus would only be +4 (+6 bonus, with a -2 for non-proficiency, equals +4 total bonus).
Range Modifiers:
All starship attacks must factor in the range to the target when making attacks.
Range |
Distance in Hexes |
Attack Modifier |
Point-Blank |
0-1 |
-0 |
Short |
2-5 |
-2 |
Medium |
6-10 |
-4 |
Long |
11-20 |
-6 |
Point Blank Range:
At point-blank range capital ships may not bring more than one-quarter of their weapons to bare on a space transport, and not more than one-tenth of their weapons on a starfighter. Round down, with a minimum of 1. Additionally, at these ranges, capital ships suffer an additional penalty on their attacks based on their size:
Size |
Penalty to Point-Blank Attacks |
Large |
-2 |
Huge |
-4 |
Gargantuan |
-8 |
Colossal |
-16 |
Point-Defense Systems:
To defend against point-blank range attacks, capital ships mount point-defense systems. When active, all ships (friend or foe) within point-blank range takes damage from a barrage of blaster batteries. They may take evasive maneuvers to reduce the damage, but may not ignore it completely.
The DC to reduce the damage from a point-defense system is the same as the DC for a character to take vitality damage instead of wound damage from a starship weapon (see below). If successful, reduce the damage by half, rounded down.
Weapon Batteries:
Capital ships and space transports may be place their weapons in weapon batteries. This gives the weapon a +4 bonus to attack, and adds an extra die to the damage for every 5 points by which the attack roll exceeds the target's defense. Multiply the emplacement point requirement and credit cost by 5 for the weapon battery.
Fire-Linked Weapons:
Starfighters and space transports may link groups of identical weapons, setting them to fire at the same time at a single target. This allows them to either deal increased damage or have a better chance to hit (attacker's choice). Fire-linked weapons are added in doubles (2, 4, 8, etc). Batteries may not be fire-linked, but missile systems can.
Number of Total Weapons |
Bonus to Attack |
Bonus to Damage |
Additional Emplacement Points |
Additional Credit Cost |
2 |
+1 |
+2 |
+1 |
+1000 |
4 |
+2 |
+4 |
+3 |
+3000 |
8 |
+3 |
+6 |
+7 |
+7000 |
16 |
+4 |
+8 |
+15 |
+15000 |
Fire-Control:
Computer systems can enhance a gunner's ability to hit targets greatly. This increased accuracy comes at a cost of additional control systems, making the weapon more expensive and take up more space. Fire-control systems are applied to individual weapons, modifying each accordingly.
Fire-Control Bonus |
Additional Emplacement Points |
Additional Credit Cost |
+1 |
+1 |
+1000 |
+2 |
+2 |
+5000 |
+3 |
+3 |
+10000 |
+4 |
+4 |
+20000 |
Missile Weapons:
Missiles are somewhat unique in the way they work in starship combat. First, to accurately fire a missile outside of point-blank range requires the gunner to take a full-round action (missiles may be fired as a standard attack at point-blank range only). If the attack roll is successful, missiles home in on their target, closing the distance until a collision occurs. The time it takes a missile to hit its target depends on what range it was launched at. Missiles hit their target at the end of the round in which they have 0 rounds left until they strike.
Distance When Launched |
Number of Hexes |
Rounds to Strike |
Point-Blank |
0-1 |
0 |
Short |
2-5 |
0 |
Medium |
6-10 |
1 |
Long |
11-20 |
2 |
Unlike standard attacks, there is a chance to avoid missile strikes. Targets of successful missile attacks may choose to either take evasive maneuvers to avoid the missile, or attempt to shoot it down. The DCs for either action depend on the type of missile fired and the number of rounds until it strikes. Shooting down a missile is usually easiest when it has 0 rounds left until it strikes, while dodging a missile is easiest when it still has 1 round left until it strikes. Missiles continue to their target until they are either dodged, shot down, or impact with something.
Starship Damage
Pilot Vitality:
The pilot of a starship has a lot of control over its fate. Whenever a starship takes damage, a pilot may reduce the damage dealt to the ship by taking 10 points of vitality damage. Only the pilot of starfighter or space transport may spend their vitality in this way.
Battle Damage:
When a ship has taken half its hull points in damage, it begins taking battle damage. Each time it takes a hit, roll 1d20, add it to the damage dealt by the attack, and consult the table below, applying the result to the ship. If a system doesn't exist or is already effected b battle damage, use the next higher damage result. Attackers may opt for a lesser result on this tabel, if desired. Battle damage remains until it is repaired.
Roll + Damage |
System Damaged |
Effect |
Repair DC |
1-5 |
Non-essential system down |
Lights, air-conditioning, hatch operation, or some other non-essential system is not functioning |
10 |
6-10 |
Stabilizer damaged |
-2 to pilot and attack rolls |
15 |
11-16 |
Sensors damaged |
-4 to any sensor use rolls |
15 |
16-20 |
Computers damaged |
-2 to astrogate rolls, -1 to attack rolls |
15 |
21-25 |
Ion engines damaged |
Ship moves at half-speed |
20 |
26-30 |
Shield generator damaged |
Any attacks from the arc from which the attack originated go straight to hull damage |
20 |
31-35 |
Weapon system damaged |
One entire weapon system is non-operable |
20 |
36-40 |
Hyperdrive damaged |
Triple the multiple of the ship's hyperdrive |
20 |
41-45 |
Computers destroyed |
Astrogate checks have a DC of 30, fire-control mofidiers are reduced to 0, and all attacks have a -2 penalty |
20 |
46-50 |
Ion engines destroyed |
The ship may not move |
25 |
51-55 |
Shield generator destroyed |
All shield points are gone, and do not regenerate |
20 |
56-60 |
Weapon system destroyed |
One entire weapon system is non-operable |
15 |
61-65 |
Hyperdrive destroyed |
The main hyperdrive no longer functions; the backup hyperdrive functions until this type of damage occurs again |
25 |
66+ |
Widespread damage |
Make 2 rolls on this table, adding half the damage total to each roll |
NA |
Larger ships are more resilient to battle damage. When a ship of huge, gargantuan, or colossal size takes battle damage, instead of immediately applying the damage, instead record that the system was hit. When a system has taken a number of hits (2 for huge, 3 for gargantual, or 4 for colossal), then apply the result of the battle damage.
Called Shots:
Attackers may attempt to knock out a starship's systems instead of merely blasting it to pieces. In this case, the attacker takes a -4 penalty to their attack roll. If their attack is successful, they roll battle damage on the battle damage table instead of dealing damage.
Repairing Damage:
Repairing hull damage takes one full hour to do. Divide the result of the repair check by 5 (rounded down) to determine how much damage is restored.
Shield damage automatically returns at the rate of 1 point per minute. A character may spend a full round action to restore shield points to a starship, as listed below. Each additional roll made to restore shields during a scene has a cumilative +5 penalty.
Computer Use Check Result |
Starfighter |
Transport |
Capital Ship |
10-14 |
1d4 |
1d6 |
1d8 |
15-19 |
2d4 |
2d6 |
2d8 |
20-24 |
3d4 |
3d6 |
3d8 |
25-29 |
4d4 |
4d6 |
4d8 |
30+ |
5d4 |
5d6 |
5d8 |
Ion Weapons:
Ion weapons function much as normal weapons, but do not deal hull damage. Instead, in any situation where an ion weapon would deal hull damage, instead apply battle damage using the standard rules for battle damage.
Tractor Beams:
Tractor beams are concentrated energy beams capable of moving objects at a distance. Catching a target in a tractor beam requires an attack roll. If successful, the target is caught and may not move. Make a "damage" roll for the tractor beam to determine how effectively its victim is caught. This total is the DC for a Pilot check to resist its grasp (i.e. the beam's operator may not move the ship). If the resist roll succeeds by 10 or more, the ship may escape the tractor beam completely. As an attack action, the tractor beam operator may move a captured target a number of hexes equal to its "damage" roll divided by 5, rounded down.
Starship Maneuvers
Speed Categories:
A starship announces its speed at the start of a scene, and may change it at the start of their action, if desired. They may move up to a number of hexes equal to their speed (they may effectively stand still, if desired). A ship's defense modifier increases as it travels faster, but it also becomes harder to control and harder for its occupants to shoot at targets.
Speed Category |
Max Movement (in hexes) |
Defense Modifier |
Attack/Piloting Modifier |
Stationary |
0 |
-4 |
+0 |
Docking |
1 |
-2 |
+0 |
Cruising |
2-4 |
+0 |
-1 |
Attack |
5-8 |
+2 |
-2 |
Ramming |
9+ |
+4 |
-4 |
Pursuit:
One of the most dangerous positions a starship can be in is that of pursuit by another starship. When pursuing a target, a starship moves in the exact smae manner as the ship it pursues. It may ignore its target's speed modifiers to defense. The pursued ship may only attack the ship pursuing it with rear and turrent mounted weaponry. If during its turn the pursued ship does not attempt to escape, the pursuing ship is allowed to make an additional attack with one of its weapons.
To pursue a ship, the pursuing ship must be capable of moving at equal or greater speeds. Establishing pursuit requires an opposed Pilot roll, costing both pilots an attack action. If the pursued pilot beats the Pilot roll of their attacker, they avoid pursuit. If they beat it by 10 or more they may turn the tables and may pursue their would-be attacker instead.
Strafing Runs:
To avoid the main weapons of a capital ship, starfighers and space transports may make strafing runs. Doing so requires a Pilot roll with a DC of 17 against Colossal ships, DC 21 against Gargantuan, DC 23 verses Huge, and DC 25 verses Large ships. If successful, the target ship may not attack with any of its weapons except for point-defense systems. If the roll fails, the pilot must make a roll to avoid a collision.
Ramming and Collisions:
The damage from a starship collision is dependant on the size of the ship and the speed at which it was moving. Use the smallest ship size and the fastest ship speed for determining collision damage. Ramming attempts require an opposed Pilot roll between the ramming pilot and the defending pilot to be successful.
Ship Size |
Number of Dice |
Fine |
2 |
Diminuitive |
3 |
Tiny |
4 |
Small |
5 |
Medium |
6 |
Large |
7 |
Huge |
8 |
Gargantuan |
10 |
Colossal |
12 |
|
Speed |
Damage Dice |
Docking |
d4 |
Crusing |
d6 |
Attack |
d8 |
Ramming |
d10 |
|
Apply the damage to both ships.
Avoiding a collision requires the pilot to make a Pilot roll with a DC based on the speed at which the ship is moving.
Speed |
Pilot DC |
Docking |
10 |
Crusing |
15 |
Attack |
20 |
Ramming |
25 |
Engine Wash:
Occasionally a ship ends up in the path of another ship's engine exhaust, exposing them to heat and radiation. In these cases, engine wash damage applies. The damage is based on the size of the ship dealing the engine wash damage.
Ship Size |
Damage |
Fine |
1d3 |
Diminuitive |
1d4 |
Tiny |
1d6 |
Small |
1d8 |
Medium |
1d10 |
Large |
2d10 |
Huge |
3d10 |
Gargantuan |
4d10 |
Colossal |
5d10 |
Starfighter Wing:
Starfighters may travel in wing formation to increase their firepower at the cost of versitility. When in a wing, use the worst characteristics of any ship in the wing, from attack and damage rolls to pilot checks, for determining the performance of the wing. When making attacks, each additional ship in the wing increases the main ship's attack roll by +1, up to +4, and allows the attack to function as a weapon battery, dealing additional damage with higher attack rolls. For simplicity sake, treat all damage dealt to the wing as dealt to a single ship until it is destroyed.
Quick Turn, Tight Loops:
These stunts were not well-thought out, and are no longer in the game.
Starships Against Characters:
Occassionally characters will come in direct conflict with starships, often with deadly results. Against starships, personal weapons have little effect, and against characters, starship weapons can obliterate with a single hit.
Because of their size, characters receive a bonus to attack starships, and starships receive a penalty to attack characters based on their size. This modifier applies directly to the ship's attacks and defense. Double bonuses to starship defense based on its speed when going against characters.
Starship Size |
Character Size |
Bonus to Be Hit By Characters |
Penalty to Attack Characters |
Fine |
Large |
+9 |
-9 |
Diminutive |
Huge |
+6 |
-6 |
Tiny |
Gargantuan |
+6 |
-6 |
Small |
Colossal |
+9 |
-9 |
Medium |
Colossal+ |
+12 |
-12 |
Large |
Colossal+ |
+15 |
-15 |
Huge |
Colossal+ |
+18 |
-18 |
Gargantuan |
Colossal+ |
+20 |
-20 |
Colossal |
Colossal+ |
+20 |
-20 |
When a personal scale weapon deals damage to a starship, divide the damage dealt by 10, rounded down, and apply the result. This may result in no damage at all to a starship. When starship weapons deal damage to characters, the resulting hit is automatically dealt straight to wounds, unless the character can make a Reflex save with a DC based on the number and type of damage die:
Number of Dice |
Reflex Save Modifier |
1 |
+1 |
2 |
+2 |
3 |
+3 |
4 |
+4 |
5 |
+5 |
|
Type of Die |
Reflex Save DC |
d4 |
12 |
d6 |
14 |
d8 |
16 |
d10 |
18 |
d12 |
20 |
|
Starship Construction
Size and Class:
Construction Points |
Size |
Size Modifier |
Class |
Length (meters) |
Mass (metric tons) |
150 |
Colossal |
-8 |
Capital |
1,001-2,500 |
5,000+ |
100 |
Gargantuan |
-4 |
Capital |
501-1,000 |
3,500-4,999 |
48 |
Huge |
-2 |
Capital |
251-500 |
2,000-3,499 |
24 |
Large |
-1 |
Capital |
101-250 |
500-1,999 |
12 |
Medium |
+0 |
Transport |
50.1-100 |
200-499 |
3 |
Small |
+1 |
Transport |
20.1-50 |
50-199 |
1 |
Tiny |
+2 |
Starfighter |
10.1-20 |
20-49 |
1 |
Diminuitive |
+4 |
Starfighter |
5.1-10 |
5-19 |
1 |
Fine |
+8 |
Starfighter |
5 or less |
1-4 |
All ships have a base defense of 15.
Automation:
Construction Points |
Minimum Crew |
Ship Size Restrictions |
0 |
30,001-50,000 |
Colossal |
1 |
15,001-30,000 |
Gargantuan or Colossal |
2 |
2,501-15,000 |
Large, Huge, Gargantuan, or Colossal |
3 |
1,001-2,500 |
Large, Huge, Gargantuan, or Colossal |
4 |
701-1,000 |
Medium, Large, Huge, or Gargantuan |
5 |
101-700 |
Medium, Large, Huge, or Gargantuan |
6 |
65-100 |
Medium, Large, or Huge |
7 |
17-64 |
Small, Medium, or Large |
8 |
5-16 |
Small or Medium |
9 |
3-4 |
Diminutive, Tiny, or Small |
10 |
1-2 |
Fine, Diminutive, Tiny, or Small |
Life Support:
Construction Points |
Max. Sustainable Personnel |
Ship Size Restrictions |
0 |
0 |
Any |
1 |
1-2 |
Any |
4 |
5-16 |
Diminutive or greater |
6 |
17-32 |
Tiny or greater |
8 |
33-64 |
Small or greater |
10 |
65-120 |
Small or greater |
12 |
121-200 |
Medium or greater |
15 |
201-300 |
Medium or greater |
18 |
301-425 |
Medium or greater |
21 |
426-500 |
Medium or greater |
24 |
501-850 |
Medium or greater |
29 |
851-1,500 |
Medium or greater |
34 |
1,501-3,000 |
Medium or greater |
39 |
3,001-8,000 |
Medium or greater |
44 |
8,001-20,000 |
Medium or greater |
50 |
20,001-50,000 |
Large or greater |
Stowage:
Construction Points |
Cargo Capacity |
Ship Size Restrictions |
0 |
0 kg |
Fine, Diminutive, or Tiny |
1 |
1-65 kg |
Fine, Diminutive, Tiny, or Small |
2 |
66-110 kg |
Fine, Diminutive, Tiny, or Small |
3 |
111-500 kg |
Diminutive, Tiny, or Small |
4 |
501 kg - 1 metric ton |
Tiny, Small, Medium, or Large |
5 |
1.1 to 10 metric tons |
Tiny, Small, Medium, Large, or Huge |
6 |
11-50 metric tons |
Small or greater |
7 |
51-100 metric tons |
Small or greater |
11 |
101-500 metric tons |
Small or greater |
15 |
151-200 metric tons |
Small or greater |
20 |
201-500 metric tons |
Medium or greater |
25 |
501-1000 metric tons |
Medium or greater |
30 |
101-5,000 metric tons |
Medium or greater |
35 |
5,001-20,000 metric tons |
Medium or greater |
45 |
20,001-35,000 metric tons |
Large or greater |
55 |
35,001-50,000 metric tons |
Large or greater |
65 |
50,001-65,000 metric tons |
Large or greater |
75 |
65,001-80,000 metric tons |
Large or greater |
85 |
80,001-100,000 metric tons |
Large or greater |
Consumables:
Construction Points |
Consumables Duration |
Ship Size Restrictions |
0 |
1 day |
Any |
1 |
2 days |
Any |
2 |
3 days |
Any |
3 |
1 week |
Diminutive or greater |
4 |
2 weeks |
Tiny or greater |
5 |
3 weeks |
Small or greater |
6 |
1 month |
Small or greater |
7 |
2 months |
Small or greater |
8 |
3 months |
Small or greater |
9 |
6 months |
Small or greater |
10 |
9 months |
Medium or greater |
11 |
1 year |
Medium or greater |
12 |
1.5 years |
Medium or greater |
13 |
2 years |
Medium or greater |
14 |
3 years |
Medium or greater |
15 |
4 years |
Large or greater |
16 |
5 years |
Large or greater |
17 |
6 years |
Large or greater |
Hyperdrive:
Construction Points |
Hyperdrive Multiple |
Notes |
1 |
x6 |
|
2 |
x3 |
|
7 |
x2 |
|
14 |
x1.5 |
|
21 |
x1 |
|
50 |
x0.75 |
Only as a major modification |
75 |
x0.5 |
Only as a major modification |
Construction Points |
Hyperdrive Multiple |
1 |
x12 |
2 |
x10-11 |
3 |
x8-9 |
4 |
x4-x7 |
Ion Engines:
Construction Points |
Maximum Speed (Hexes) |
Maneuverability |
Check Modifiers |
Ship Size Restrictions |
2 |
Cruising (2) |
Poor |
-4 Pilot |
Any |
3 |
Cruising (3) |
Poor |
-2 Pilot |
Any |
4 |
Cruising (4) |
Average |
|
Any |
6 |
Attack (6) |
Average |
|
Gargantuan or smaller |
8 |
Attack (8) |
Average |
|
Huge or smaller |
10 |
Ramming (9) |
Average |
|
Medium or smaller |
12 |
Ramming (10) |
Average |
|
Small or smaller |
20 |
Ramming (11) |
Good |
+2 Pilot, +1 Attack |
Tiny or smaller |
30 |
Ramming (12) |
Good |
+3 Pilot, +1 Attack |
Tiny or smaller |
40 |
Ramming (13) |
Good |
+4 Pilot, +2 Attack |
Diminutive or smaller |
Shields:
Construction Points |
Shield Points |
Ship Size Restrictions |
0 |
0 |
Any |
1 |
1 |
Any |
2 |
2 |
Any |
3 |
3-6 |
Any |
5 |
7-12 |
Diminutive or greater |
7 |
13-18 |
Tiny or greater |
10 |
19-24 |
Small or greater |
15 |
25-30 |
Medium or greater |
20 |
31-40 |
Large or greater |
30 |
41-50 |
Huge or greater |
40 |
51-60 |
Gargantuan or greater |
60 |
61-70 |
Gargantuan or greater |
180 |
71-80 |
Gargantuan or greater |
240 |
81-110 |
Gargantuan or greater |
You may take Shields of the next bracket above your size restriction for double the normal Construction Points.
Superstructure:
Construction Points |
Hull Points |
Ship Size Restrictions |
0 |
2-8 |
Fine, Diminutive, Tiny, or Small |
1 |
9-12 |
Fine, Diminutive, Tiny, or Small |
2 |
13-18 |
Diminutive, Tiny, or Small |
3 |
19-24 |
Tiny, or Small |
5 |
25-30 |
Tiny, Small, or Medium |
7 |
31-36 |
Small, Medium, Large, or Huge |
9 |
37-48 |
Medium, Large, or Huge |
14 |
49-60 |
Medium, Large, Huge, or Gargantuan |
19 |
61-72 |
Medium, Large, Huge, or Gargantuan |
24 |
73-96 |
Large or greater |
30 |
97-120 |
Huge or greater |
40 |
121-140 |
Huge or greater |
60 |
141-160 |
Huge or greater |
80 |
161-200 |
Huge or greater |
Weapons Suite:
Construction Points |
Emplacement Points |
Ship Size Restrictions |
0 |
0 |
Any |
1 |
1-4 |
Any |
2 |
5-8 |
Any |
3 |
9-13 |
Any |
6 |
14-18 |
Diminutive or greater |
9 |
19-32 |
Tiny or greater |
12 |
33-46 |
Small or greater |
17 |
47-60 |
Medium or greater |
22 |
61-90 |
Medium or greater |
32 |
91-150 |
Large or greater |
42 |
151-210 |
Huge or greater |
57 |
211-270 |
Huge or greater |
72 |
271-360 |
Huge or greater |
92 |
361-450 |
Gargantuan or Colossal |
110 |
451-550 |
Gargantuan or Colossal |
135 |
551-700 |
Gargantuan or Colossal |
170 |
701-900 |
Colossal |
210 |
901-1,100 |
Colossal |
260 |
1,101-1,300 |
Colossal |
320 |
1,301-1,600 |
Colossal |
400 |
1,601-2,000 |
Colossal |
Base Price:
Cost by Construction Points
10, +1
50k, +.5k |
20, +1
55k, +.75k |
30, +1
65k, +1k |
40, +1
80k, +1.5k |
50, +1
100k, +2k |
60, +1
125k, +2.5k |
70, +1
155k, +5k |
80, +1
215k, +10k |
90, +1
325k, +15k |
100, +1
490k, +20k |
110, +1
715k, +25k |
120, +1
1m, +30k |
130, +1
1.33m, +35k |
140, +1
2.05m, +40k |
150, +1
2.49m, +50k |
160, +1
3.04m, +60k |
170, +1
3.7m, +80k |
180, +1
4.58m, +100k |
190, +1
5.68m, +120k |
200, +1
7m, +140k |
210, +1
8.54m, +160k |
220, +1
10.3m, +180k |
230, +1
12.28m, +200k |
240, +1
14.48m, +225k |
500, +1
72.98m, +250k |
1,000, +1
197.98m, +500k |
1,500, +1
447.98m, +1m |
2,000, +1
947.98m, +1.5m |
Weapon Formulas:
Starship weapons can be created using a few simple formulas. The first step is to determine the class of the weapon, which determines all of the base characteristics of the weapon. From there the weapon's characteristics may be increased or decreased, altering the weapon's cost and emplacement cost. The worst possible weapon would have 1d4 damage with point-blank range, and the best possible weapon would have 5d12 damage with long range.
Characteristic |
Starfighter |
Transport |
Capital Ship |
per Decrease |
per Increase |
Number of Dice |
2 |
3 |
4 |
-2 emp, -3000 credits |
+3 emp, +4000 credits |
Size of Dice |
d6 |
d8 |
d10 |
-1 emp, -1000 credits |
+2 emp, +1000 credits |
Maximum Range |
Short |
Medium |
Long |
-3 emp, -2000 credits |
+4 emp, +3000 credits |
Number of Missiles |
4 |
8 |
12 |
-1 emp, -1000 credits |
+1 emp, +2000 credits |
Emplacement Points |
4 |
5 |
6 |
|
|
Cost |
1000 |
3000 |
5000 |
|
|
There are a variety of options that may modify a weapon, changing its emplacement and credit costs.
Characteristic |
Emplacement Point Cost |
Credit Cost |
Special |
Multifire |
+1 |
+2000 |
|
Autofire |
+2 |
+3000 |
|
Fire-Linked |
varies |
varies |
Starfighter and transport only |
Fire-Control |
varies |
varies |
|
Partial Turret |
+1 |
+1000 |
|
Full Turret |
+2 |
+2000 |
|
Battery |
x5 |
x5 |
Transport and captial only |
Point-Defense System |
x20 |
x20 |
Capital only |
Ion |
+2 |
+3000 |
May not also be a tractor beam |
Tractor Beam |
+1 |
+2000 |
May not also deal ion damage |
Placing Weapon Systems:
You may not mount a weapon outside of your class. Medium-size and greater ships cannot have more than half of their weapon emplacement points (and hence their weapon systems) in the same firing arc, with turreted weapons counting as their own arc.
Weapon Listing:
Blasters |
Damage |
Max Range |
Fire Mode |
Emplacement Points |
Cost |
Class |
Autoblaster |
2d6 |
Short (5) |
Autofire |
6 |
4000 |
Starfighter |
Triple Blaster |
2d4 |
Short (5) |
Multifire |
4 |
2000 |
Starfighter |
Light Blaster Cannon |
1d4 |
Short (5) |
Multifire |
2 |
500 |
Starfighter |
Blaster Cannon |
2d6 |
Short (5) |
Multifire |
5 |
3000 |
Starfighter |
Heavy Blaser Cannon |
2d8 |
Short (5) |
Multifire |
7 |
4000 |
Starfighter |
|
Lasers |
Damage |
Max Range |
Fire Mode |
Emplacement Points |
Cost |
Class |
Twin Laser Cannon |
2d4 |
Short (5) |
Multifire |
4 |
2000 |
Starfighter |
Point Laser Cannon |
2d4 |
Short (5) |
|
3 |
500 |
Starfighter |
Light Laser Cannon |
2d6 |
Short (5) |
|
4 |
1000 |
Starfighter |
Laser Cannon |
2d8 |
Short (5) |
|
5 |
2000 |
Starfighter |
Heavy Laser Cannon |
2d10 |
Short (5) |
|
8 |
3000 |
Starfighter |
Assault Laser Cannon |
2d12 |
Short (5) |
|
10 |
4000 |
Starfighter |
Quad Laser Cannon |
3d12 |
Short (5) |
Autofire |
8 |
6000 |
Transport |
Escort Quad Laser Cannon |
3d8 |
Medium (10) |
Autofire |
7 |
6000 |
Transport |
Longshot Quad Laser Cannon |
3d10 |
Long (20) |
Autofire |
13 |
10000 |
Transport |
|
Turbolasers |
Damage |
Max Range |
Fire Mode |
Emplacement Points |
Cost |
Class |
Double Turbolaser Cannon |
3d10 |
Long (20) |
Multifire |
12 |
9000 |
Transport |
Heavy Double Turbolaser Cannon |
4d8 |
Long (20) |
Multifire |
6 |
6000 |
Capital |
Light Turbo Quadlasers |
4d8 |
Long (20) |
Autofire |
7 |
7000 |
Capital |
Turbo Quadlasers |
4d10 |
Long (20) |
Autofire |
8 |
8000 |
Capital |
Turbolaser Cannons |
4d6 |
Long (20) |
|
4 |
3000 |
Capital |
Light Turbolaser |
4d8 |
Long (20) |
|
5 |
4000 |
Capital |
Medium Turbolaser |
4d10 |
Long (20) |
|
6 |
5000 |
Capital |
Turbolaser |
4d12 |
Long (20) |
|
8 |
6000 |
Capital |
Missile Listing:
Type of Missile |
Damage |
Piloting DC to Dodge |
Defense vs Attacks |
Minimum Class |
Missile Slots Required |
Cost |
0 rds |
1 rd |
2 rds |
0 rds |
1 rd |
2 rds |
Concussion Missile |
2d8 |
35 |
25 |
30 |
29 |
30 |
32 |
Starfighter |
0.5 |
|
Heavy Concussion Missile |
3d8 |
33 |
23 |
27 |
27 |
29 |
31 |
Transport |
1 |
|
Assault Concussion Missile |
4d8 |
31 |
21 |
26 |
26 |
28 |
30 |
Capital Ship |
2 |
|
Energy Torpedo |
2d10 |
30 |
20 |
25 |
26 |
28 |
30 |
Starfighter |
1 |
|
Proton Torpedo |
3d10 |
28 |
18 |
23 |
25 |
27 |
29 |
Starfighter |
2 |
|
Heavy Proton Torpedo |
4d10 |
26 |
16 |
21 |
24 |
26 |
28 |
Transport |
3 |
|
A launcher may only have one type of missile loaded in it at a time.
Additional Systems List:
There are several other systems which a starship may have. They are summarized below.
Communications:
Cost: varies, Requirements: negligible
Effect: Allows the ship to communicate with others.
System |
Range |
Quality |
Cost |
Comm |
Planetary |
Audio |
1000 |
Video Comm |
Planetary |
Audio and video |
1500 |
Subspace transeiver |
System-wide |
Audio, video, and holo |
3000 |
Hypertransceiver |
Galactic |
Audio, video, and holo |
10000 |
HoloNet transceiver |
Galactic |
Audio, video, and holo, plus HoloNet access |
250000 |
Enhanced Sensors:
Cost: 2000/5000, Requirements: negligible
Effect: +2/+4 bonus to sensor rolls
Enhanced Nav Computer:
Cost: 5000/10000, Requirements: negligible
Effect: +2/+4 bonus to astrogate rolls
Armor Plates:
Cost: 10/20/30 Construction Points
Effect: Gain a permanent DR of 2/4/6 at the cost of a -4/-6/-8 penalty on Pilot checks.
Maneuvering Systems:
Cost: +5 Construction Points
Effect: Adds an equipment bonus to pilot checks, from +1 to +3. Doesn't stack with ion engine or other equipment bonuses. Gargantuan and larger ships may not have a +3 system, and Colossal ships may not have anything beyond a +1 system. The cost is 5 for starfighters and transports, but for capital ships the construction point cost is multiplied by an amount equal to the ship's size modifier.
Personal Scale Weapon:
Cost: As weapon, Requirements: 1 emplacement point
Effect: The ship has a personal scale weapon for use against targets within range (treat as if fired from a medium-size individual). This weapon is completely ineffective in starship combat.
Backup Shield Generators:
Cost: see table, Requirements: see table
Effect: Double shield point regeneration
Ship Size |
Credit Cost |
Emplacement Cost |
Colossal |
500000 |
30 |
Gargantuan |
192000 |
15 |
Huge |
96000 |
10 |
Large |
48000 |
8 |
Medium |
12000 |
6 |
Small |
6000 |
5 |
Tiny |
3000 |
4 |
Diminutive |
2000 |
3 |
Fine |
1000 |
2 |
Escape Pods:
Cost: 20000 each, Requirements: 10 metric tons each
Effect: Gain additional escape pods. Ships come with a number of free escape pods based on their size. Standard escape pods hold up to 8 people.
Ship Size |
Number of Free Escape Pods |
Colossal |
24 |
Gargantuan |
18 |
Huge |
12 |
Large |
6 |
Medium |
3 |
Small |
2 |
Tiny or less |
0 |
Gravity Well Projector:
Cost: 50000, Requirements: 100 emplacement points
Effect: Interfers with hyperspace travel for 5 minutes once activated. Takes 1 minute to activate. Has a range of point-blank, with each additional projector increasing the range by one category.
Stygium Crystal Cloak:
Cost: 150,000,000, Requirements: 1 metric ton
Effect: Renders the ship undetectable both visually and to sensors. Completely undetectable by any means when stationary, not communicating, and not attacking. Can be detected at short range if it moves or communicates, but with a +10 to the DC. Location is given away if it attacks. Attacks against it have a 50% chance of missing, and the attacker must guess at its location.
Hibridum Cloaking Device:
Cost: 250,000, Requirements: 250 metric tons
Effect: As Stygium Crystal Cloak, except that when active the ship cannot make scans.
Sensor Masks:
Cost: see table, Requirements: see table
Effect: Increases the DC to detect a ship using scanners
Sensor Mask Quality |
Cost |
DC Modifier |
Marginal |
20000 |
+2 |
Ordinary |
40000 |
+4 |
Good |
80000 |
+6 |
Amazing |
150000 |
+8 |
Converting Old Starships:
Converting a starship to this system is fairly simple. First, divide its shield and hull points by 5, keeping in mind any applicable maximums (see construction tables above). Divide any fire-control modifiers by 2. Treat its weapon systems as dealing damage as listed above. Finally, subtract 5 points from its defense, and ignore any damage reduction it may have.
|