TEXT:   Ship Size 
  Class 
  Length 
  Mass 
  Base Hull 
  Size 
  CPs 
  Starfighter 
  < 5 m 
  <3 mt 
  1 pip 
  1 
  1 
  5-10 m 
  12.5 mt 
  1 pip 
  2 
  1 
  11-20 m 
  110 mt 
  2 pip 
  3 
  2 
  21-30 m 
  325 mt 
  1D 
  4 
  3 
  31-50 m 
  1500 mt 
  4 
  Capital 
  51-100 m 
  12,500 mt 
  1 pip 
  5 
  10-20 
  101-150 m 
  40,000 mt 
  20-30 
  151-250 m 
  200,000 mt 
  2 pip 
  6 
  30-40 
  251-350 m 
  550,000 mt 
  40-50 
  351-500 m 
  1,500,000 mt 
  1D 
  7 
  50-60 
  501-750 m 
  5,000,000 mt 
  60-75 
  751-1000 m 
  12,500,000 mt 
  1D+1 
  8 
  75-90 
  1001-1500 m 
  40,000,000 mt 
  90-110 
  1501-2500 m 
  200,000,000 mt 
  1D+2 
  9 
  110-150 
   
   
  Consumables  
  Duration 
  Size Restrictions 
  CPs 
  1 day 
   
  0 
  3 days 
   
  1 
  1 week 
  2 + 
  2 
  2 weeks 
  2 + 
  3 
  3 weeks 
  3 + 
  4 
  1 month 
  3 + 
  5 
  2 months 
  4 + 
  6 
  3 months 
  4 + 
  8 
  6 months 
  4 + 
  10 
  9 months 
  5 + 
  12 
  1 year 
  5 + 
  14 
  2 years 
  5 + 
  16 
  4 years 
  6 + 
  18 
  6 years 
  6 + 
  20 
    Life Support 
  Life Support 
  Size Restrictions 
  CPs 
  2 
   
  1 
  5 
  2 + 
  2 
  10 
  2 + 
  3 
  25 
  3 + 
  4 
  50 
  3 + 
  6 
  100 
  4 + 
  8 
  250 
  4 + 
  10 
  500 
  5 + 
  12 
  1000 
  5 + 
  14 
  2500 
  6 + 
  16 
  5000 
  6 + 
  18 
  10000 
  7 + 
  20 
  25000 
  7 + 
  25 
  50000 
  8 + 
  30 
   
   
    Storage / Hangar 
  Cargo Capacity 
  Hangar Size 
  Size Restrictions 
  CPs 
  100 kg 
   
  1 + 
  1 
  500 kg 
   
  1 + 
  2 
  1 mt 
   
  2 + 
  3 
  5 mt 
   
  2 + 
  4 
  10 mt 
   
  2 + 
  5 
  25 mt 
  Tiny1 
  3 + 
  6 
  50 mt 
  Tiny2  
  3 + 
  7 
  100 mt 
  Tiny3  Small1 
  4 + 
  8 
  150 mt 
  Tiny4 Small2 
  4 + 
  9 
  200 mt 
     
  Small4 
  4 + 
  10 
  500 mt 
   
  Small6 
   
  4 + 
  12 
  1000 mt 
   
  Small8 
  Med4 
  5 + 
  14 
  2500 mt 
   
  Small12 Med8 
  5 + 
  16 
  5000 mt 
   
   
  Med12 
  5 + 
  18 
  10,000 mt 
   
   
  Med18 
  Large12 
  5 + 
  20 
  15,000 mt 
   
   
  Med24  Large18 
  5 + 
  25 
  25,000 mt 
   
   
   
  Large36 
  5 + 
  30 
  40,000 mt 
   
   
   
  Large48 
  6 + 
  35 
  55,000 mt 
   
   
   
  Large72 
  Huge60 
  6 + 
  40 
  75,000 mt 
   
   
   
   
   
  Huge90 
  6 + 
  45 
  100,000 mt 
   
   
   
   
   
  Huge120 
  6 + 
  50 
  
    Notes:  
  Tiny Hangar: 
  Docking port or vessel hook only (no interior hangar space) 
   
  Small Hangar: 
  Up to 10 crafts held internally with extremely limited repair/refuel area 
   
  Medium Hangar:  Ranges from 4 to 24 crafts held internally with decent facilities 
   
  Large Hangar: 
  Up to 72 crafts held internally with good facilities and refit areas 
   
  Huge Hangar: 
  Up to 120 crafts held internally with very good facilities and extensive refit/storage area 
   
   
    Automation 
  Crew 
  Size 
  Ship Size 
  2 
  3 
  4 
  5 
  6 
  7 
  8 
  9 
  1 
  1 
  2 
  8 
   
   
   
   
   
  2 
  0 
  1 
  4 
   
   
   
   
   
  5 
   
  0 
  2 
   
   
   
   
   
  10 
   
   
  1 
  70 
   
   
   
   
  25 
   
   
  0 
  50 
   
   
   
   
  50 
   
   
   
  35 
   
   
   
   
  100 
   
   
   
  20 
   
   
   
   
  150 
   
   
   
  10 
   
   
   
   
  250 
   
   
   
  0 
  90 
   
   
   
  500 
   
   
   
   
  55 
   
   
   
  1000 
   
   
   
   
  40 
   
   
   
  1500 
   
   
   
   
  25 
  100 
   
   
  2500 
   
   
   
   
  10 
  75 
   
   
  3500 
   
   
   
   
  0 
  45 
  120 
   
  5000 
   
   
   
   
   
  25 
  85 
   
  7500 
   
   
   
   
   
  10 
  55 
  140 
  10,000 
   
   
   
   
   
  0 
  30 
  90 
  15,000 
   
   
   
   
   
   
  15 
  60 
  25,000 
   
   
   
   
   
   
  0 
  35 
  35,000 
   
   
   
   
   
   
   
  15 
  50,000 
   
   
   
   
   
   
   
  0 
   
   
   
    Sublight Engines  
  Speed Maximum 
  Size Restrictions 
  CPs 
  3 
   
  2 
  5 
   
  4 
  6 
   
  6 
  7 
   
  8 
  8 
   
  10 
  9 
  4 - 
  12 
  10 
  4 - 
  15 
  15 
  3 - 
  30 
  20 
  2 - 
  50 
     Note: double cost for Capital Ships 
   
   
   
    Sensors 
  Increments : 
   
  Passive:  5 
   
  Scan:  
  10 
   
  Search:  20 
   
  Focus:  1 
  Max #Increments = 10 
       Cost per incr. = 100 credits 
   
  Max Sensor Power = 6D 
       Cost per pip = 100 credits 
     Note : cost×10 for Capital Ships 
   
   
   
   
   
    Hyperspace Travel 
  Hyperdrive Speed 
  CPs 
  x15 
  1 
  x10 
  2 
  x6 
  3 
  x4 
  4 
  x3 
  5 
  x2 
  8 
  x1 
  12 
  x0.5 
  25 
     Note: double cost for Capital Ships 
   
   
    Maneuver Systems 
  Maneuvrability 
  Speed Requirements 
  CPs 
  1D 
   
  3 
  1D+1 
   
  4 
  1D+2 
   
  5 
  2D 
   
  6 
  2D+1 
  5 + 
  8 
  2D+2 
  6 + 
  10 
  3D 
  7 + 
  12 
  3D+1 
  8 + 
  15 
  3D+2 
  9 + 
  18 
  4D 
  10 + 
  20 
  5D 
  12 + 
  30 
  6D 
  15 + 
  50 
     Note: double cost for Capital Ships 
   
   
    Weapon Mounts 
  Emplacements 
  Size Restrictions 
  CPs 
  Normal 
  Double CP 
  4 
   
   
  1 
  8 
   
   
  2 
  12 
  2 + 
  1 
  4 
  16 
  2 + 
  1 
  7 
  25 
  3 + 
  2 
  10 
  35 
  3 + 
  2 
  13 
  50 
  3 + 
  2 
  18 
  75 
  4 + 
  3 
  24 
  100 
  4 + 
  3 
  30 
  150 
  5 + 
  4 
  35 
  250 
  5 + 
  4 
  40 
  500 
  6 + 
  5 
  50 
  750 
  6 + 
  5 
  60 
  1000 
  7 + 
  6 
  70 
  1250 
  7 + 
  6 
  80 
  1500 
  8 + 
  7 
  90 
  1750 
  8 + 
  7 
  100 
  2000 
  9 + 
  8 
  110 
  2250 
  9 + 
  8 
  120 
  2500 
  9 + 
  8 
  135 
  
    Structure  
   
  Starfighter 
  Capital 
   
  Size 
  Restrict. 
  CPs 
  Size 
  Restrict. 
  CPs 
  +1D 
  1 + 
  1 
  5 + 
  2 
  +1D+1 
  1 + 
  2 
  5 + 
  4 
  +1D+2 
  1 + 
  3 
  5 + 
  6 
  +2D 
  1 + 
  4 
  5 + 
  8 
  +2D+1 
  1 + 
  5 
  5 + 
  10 
  +2D+2 
  1 + 
  6 
  5 + 
  12 
  +3D 
  2 + 
  7 
  5 + 
  14 
  +3D+1 
  2 + 
  8 
  5 + 
  16 
  +3D+2 
  2 + 
  10 
  5 + 
  18 
  +4D 
  2 + 
  12 
  5 + 
  20 
  +4D+1 
  3 + 
  14 
  5 + 
  22 
  +4D+2 
  3 + 
  16 
  5 + 
  24 
  +5D 
  3 + 
  18 
  6 + 
  26 
  +5D+1 
  3 + 
  20 
  6 + 
  28 
  +5D+2 
  3 + 
  25 
  6 + 
  30 
  +6D 
  4 + 
  30 
  7 + 
  35 
  +6D+1 
   
   
  7 + 
  40 
  +6D+2 
   
   
  7 + 
  45 
  +7D 
   
   
  8 + 
  50 
  +7D+1 
   
   
  8 + 
  55 
  +7D+2 
   
   
  8 + 
  60 
  +8D 
   
   
  9 + 
  65 
   
   
    Shielding 
  Strength 
  Size 
  Restriction 
  CPs 
  Starfighter 
  Capital 
  +1D 
   
  1 
  4 
  +1D+1 
   
  2 
  6 
  +1D+2 
   
  3 
  8 
  +2D 
   
  4 
  10 
  +2D+1 
  2 + 
  6 
  12 
  +2D+2 
  2 + 
  8 
  14 
  +3D 
  2 + 
  10 
  16 
  +3D+1 
  3 + 
  15 
  18 
  +3D+2 
  3 + 
  20 
  20 
  +4D 
  3 + 
  25 
  22 
  +4D+1 
  4 + 
  30 
  24 
  +4D+2 
  4 + 
  35 
  26 
  +5D 
  4 + 
  40 
  28 
  +5D+1 
  5 + 
   
  30 
  +5D+2 
  5 + 
   
  32 
  +6D 
  6 + 
   
  34 
  +6D+1 
  6 + 
   
  36 
  +6D+2 
  7 + 
   
  40 
  +7D 
  7 + 
   
  45 
  +7D+1 
  8 + 
   
  50 
  +7D+2 
  8 + 
   
  55 
  +8D 
  9 + 
   
  60 
  +8D+1 
  9 + 
   
  65 
   
    Pricing 
  10 
  +1 
  20 
  +1 
  30 
  +1 
  40 
  +1 
  50 
  +1 
  60 
  +1 
  70 
  +1 
  80 
  +1 
  37k 
  0.8k 
  45k 
  1k 
  55k 
  1.5k 
  70k 
  2k 
  90k 
  3k 
  120k 
  4k 
  160k 
  6k 
  220k 
  8k 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  90 
  +1 
  100 
  +1 
  110 
  +1 
  120 
  +1 
  130 
  +1 
  140 
  +1 
  150 
  +1 
  160 
  +1 
  300k 
  10k 
  400k 
  15k 
  550k 
  20k 
  750k 
  25k 
  1m 
  30k 
  1.3m 
  35k 
  1.65m 
  40k 
  2.05m 
  45k 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  170 
  +1 
  180 
  +1 
  190 
  +1 
  200 
  +1 
  210 
  +1 
  220 
  +1 
  230 
  +1 
  240 
  +1 
  2.5m 
  50k 
  3m 
  60k 
  3.6m 
  70k 
  4.3m 
  80k 
  5.1m 
  90k 
  6m 
  100k 
  7m 
  110k 
  8.1m 
  120k 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  250 
  +1 
  260 
  +1 
  270 
  +1 
  280 
  +1 
  290 
  +1 
  300 
  +1 
  310 
  +1 
  320 
  +1 
  9.3m 
  140k 10.7m 160k 12.3m 180k 14.1m 200k 16.1m 220k 18.3m 240k 20.7m 260k 23.3m 300k 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  330 
  +1 
  340 
  +1 
  350 
  +1 
  360 
  +1 
  370 
  +1 
  380 
  +1 
  390 
  +1 
  400 
  +1 
  26.3m 350k 29.8m 400k 33.8m 450k 38.3m 500k 43.3m 550k 48.8m 600k 54.8m 650k 61.3m 700k 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  410 
  +1 
  420 
  +1 
  430 
  +1 
  440 
  +1 
  450 
  +1 
  460 
  +1 
  470 
  +1 
  480 
  +1 
  68.3m 750k 75.8m 800k 83.8m 850m 92.3m 900m 102m 
  1m 
  112m 
  1.1m 
  123m
  m 
  1.2m 
  135m 
  1.3m 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  490 
  +1 
  500 
  +1 
  510 
  +1 
  520 
  +1 
  530 
  +1 
  540 
  +1 
  550 
  +1 
  560 
  +1 
  148m 
  1.4m 
  162m 
  1.5m 
  177m 
  1.6m 
  193m 
  1.7m 
  210m 
  1.8m 
  228m 
  1.9m 
  247m 
  2m 
  267m 
  2.1m 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  570 
  +1 
  580 
  +1 
  590 
  +1 
  600 
  +1 
  610 
  +1 
  620 
  +1 
  630 
  +1 
  640 
  +1 
  288m 
  2.2m 
  310m 
  2.4m 
  334m 
  2.6m 
  360m 
  2.8m 
  388m 
  3m 
  418m 
  3.2m 
  450m 
  3.4m 
  484m 
  3.6m 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  650 
  +1 
  660 
  +1 
  670 
  +1 
  680 
  +1 
  690 
  +1 
  700 
  +1 
  800 
  +1 
  1000 
  +1 
  520m 
  4m 
  560m 
  4.5m 
  605m 
  5m 
  655m 
  5.5m 
  710m 
  6m 
  770m 
  7m 
  1520m 10m 3520m 20m 
   
  
    Starfighter Weaponry 
  Laser Weaponry 
  Damage 
  Fire Control 
  Range 
  Emplacements 
  Cost 
   
  Light Laser Cannon 
  3D 
  2D 
  1-3 / 12 / 25 
  3 
  1,500 
   
  Laser Cannon 
  4D 
  2D 
  1-3 / 12 / 25 
  4 
  2,500 
   
  Heavy Laser Cannon 
  5D 
  2D 
  1-3 / 12 / 25 
  7 
  4,000 
   
  Double Heavy Laser Cannon 
  6D 
  2D 
  1-3 / 12 / 25 
  12 
  7,000 
   
  Assault Cannon  
  7D 
  1D 
  1-3 / 12 / 25 
  25 
  15,000 
   
  Blaster Weaponry 
  Damage 
  Fire Control 
  Range 
  Emplacements 
  Cost 
   
  Light Blaster 
  2D 
  1D 
  1-5 / 10 / 17 
  3 
  500 
   
  Triple Blaster  
  3D 
  1D 
  1-5 / 10 / 17 
  5 
  1,000 
   
  Blaster Cannon 
  4D 
  2D 
  1-5 / 10 / 17 
  7 
  2,000 
   
  Heavy Blaster Cannon 
  5D 
  2D 
  1-5 / 10 / 17 
  10 
  3,000 
   
  Ionic Weaponry 
  Damage 
  Fire Control 
  Range 
  Emplacements 
  Cost 
   
  Light Ion Cannon 
  2D 
  2D 
  1-3 / 7 / 36 
  2 
  1,000 
   
  Ion Cannon 
  3D 
  2D 
  1-3 / 7 / 36 
  3 
  1,500 
   
  Heavy Ion Cannon 
  4D 
  2D 
  1-3 / 7 / 36 
  4 
  2,500 
   
    Missile Weaponry 
  Damage 
  Fire Control 
  Range 
  Emplacements 
  Cost 
   
  Concussion Missile Launcher (×10) 
   
       Concussion Missile 
   
       Heavy Concussion Missile 
  - 
  8D 
  9D 
  1D 
  - 
  - 
  - 
  1-2 / 8 / 15 
  1-2 / 8 / 15 
  4 
  - 
  - 
  3,500 
  500 
  1,200 
   
  Proton Torpedo Launcher (×12) 
   
       Proton Torpedo 
  - 
  9D 
  2D 
  - 
  - 
  1 / 3 / 7 
  5 
  - 
  2,500 
  800 
   
  General Purpose Warhead Launcher 
   
       Heavy Rocket 
   
       Heavy Proton Bomb 
  - 
  10D 
  11D 
  3D 
  - 
  - 
  - 
  1 / 2 / 5 
  1 / 2 / 5 
  6 
  - 
  - 
  8,500 
  2,000 
  5,000 
   
  Beam Weaponry 
  Damage 
  Fire Control 
  Range 
  Emplacements 
  Cost 
   
  Light Tractor Beam 
  4D 
  2D 
  1-3 / 12 / 20 
  2 
  2,000 
   
  Tractor Beam 
  5D 
  2D 
  1-3 / 12 / 20 
  3 
  3,500 
   
  Heavy Tractor Beam 
  6D 
  2D 
  1-3 / 12 / 20 
  5 
  5,000 
   
  Weapon Systems 
  Damage 
  Fire Control 
  Range 
  Emplacements 
  Cost 
   
  Turret 
  - 
  - 
  - 
  - 
  +50% 
   
  Fire Control 
  - 
  +1 pip 
  - 
  - 
  1,000 
   
    Capital Ship Weaponry 
  Laser Weaponry 
  Damage 
  Fire Control 
  Range 
  Emplacements 
  Cost 
   
  Laser Cannon 
  3D 
  2D 
  1-3 / 12 / 25 
  3 
  8,000 
   
  Heavy Laser Cannon 
  4D 
  2D 
  1-3 / 12 / 25 
  5 
  10,000 
   
  Light Turbolaser 
  3D 
  2D 
  3-15 / 35 / 75 
  4 
  10,000 
   
  Turbolaser 
  4D 
  2D 
  3-15 / 35 / 75 
  6 
  12,000 
   
  Heavy Turbolaser  
  5D 
  2D 
  3-15 / 35 / 75 
  10 
  18,000 
   
  Double Turbolaser  
  6D 
  2D 
  3-15 / 35 / 75 
  15 
  25,000 
   
  Turbolaser Battery  
  7D 
  1D 
  3-15 / 35 / 75 
  20 
  40,000 
   
  Heavy Turbolaser Battery 
  10D 
  0D 
  3-15 / 35 / 75 
  25 
  60,000 
   
  Ionic Weaponry 
  Damage 
  Fire Control 
  Range 
  Emplacements 
  Cost 
   
  Light Ion Cannon 
  3D 
  2D 
  1-10 / 25 / 50 
  3 
  8,000 
   
  Ion Cannon 
  4D 
  2D 
  1-10 / 25 / 50 
  5 
  10,000 
   
  Heavy Ion Cannon 
  5D 
  2D 
  1-10 / 25 / 50 
  8 
  15,000 
   
  Missile Weaponry 
  Damage 
  Fire Control 
  Range 
  Emplacements 
  Cost 
   
  Proton Torpedo Tube (×10) 
   
       Assault Proton Torpedo 
  - 
  6D 
  3D 
  - 
   
  2-12 / 30 / 60 
  3 
  - 
  8,000 
  1,500 
   
  Concussion Missile Tube (×10) 
   
       Assault Concussion Missile 
  - 
  9D 
  2D 
  - 
   
  2-5 / 30 / 60 
  8 
  - 
  12,000 
  2,000 
   
    Beam Weaponry 
  Damage 
  Fire Control 
  Range 
  Emplacements 
  Cost 
   
  Light Tractor Beam 
  4D 
  2D 
  1-5 / 15 / 30 
  3 
  8,000 
   
  Tractor Beam 
  5D 
  2D 
  1-5 / 15 / 30 
  5 
  15,000 
   
  Heavy Tractor Beam 
  6D 
  2D 
  1-5 / 15 / 30 
  8 
  20,000 
   
  Gravity Well Projector 
  special 
  4D 
  1-5 / 15 / 30 
  300 
  2,000,000 
   
  Weapon Systems 
  Damage 
  Fire Control 
  Range 
  Emplacements 
  Cost 
   
  Turret 
  - 
  - 
  - 
  - 
  +50% 
   
  Fire Control 
  - 
  +1 pip 
  - 
  - 
  2,000 
  
  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 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 (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 you’re 
  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 character’s 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 30’s 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 it’s been, or any other little things of note for it. 
   
  Your ship is now complete! 
   
   
  Pricing examples:  
   
  Ship 
  X-Wing 
  B-Wing 
  Ghtroc 720 
  YT 2000 
  Corellian 
  Gunship 
  Imperial II 
  Star Destroyer 
  Length 
  12.5 
  2 
  16.9 
  2 
  35 
  3 
  29 
  3 
  120 
  24 
  1600 
  115 
  Crew 
  2 
  0 
  1 
  1 
  1 
  8 
  2 
  4 
  45 
  40 
  37,000 
  14 
  Life Support 
  1 
  1 
  1 
  1 
  12 
  3 
  8 
  3 
  90 
  8 
  47,000 
  29 
  Cargo 
  110 kg 
  1 
  45 kg 
  1 
  135 
  9 
  110 
  8 
  300 
  11 
  36,000 
  34 
  Hangar 
  - 
   
  - 
   
  - 
   
  - 
   
  - 
   
  75+ 
  45 
  Consumables 
  1 week 
  2 
  1 week 
  2 
  2 months 
  6 
  2 months 
  6 
   8 months 12 
  6 years 
  20 
  Hyperdrive 
  ×1 
  12 
  ×2 
  8 
  ×2 / ×15 
  9 
  ×2 / ×12 
  10 
  ×2 / ×16 
  18 
  ×1 / ×8 
  28 
  Maneuverability 
  3D 
  12 
  1D+1 
  4 
  1D 
  3 
  1D+2 
  5 
  2D+1 
  16 
  1D 
  6 
  Speed 
  8 
  10 
  6 
  6 
  3 
  2 
  6 
  6 
  7 
  16 
  6 
  12 
  Hull 
  4D 
  8 
  3D 
  5 
  3D+2 
  6 
  4D 
  7 
  4D+2 
  20 
  7D+1 
  32 
  Shields 
  1D 
  1 
  2D 
  4 
  1D 
  1 
  1D 
  1 
  2D+1 
  12 
  2D+2 
  14 
  Weapon 
  Emplacements 
   
  CP cost 
   
   
  26 
   
  10 
   
   
  54 
   
  19×2 
   
   
  6 
   
  2 
   
   
  12 
   
  4 
   
   
  150 
   
  35 
   
   
  2500 
   
  135 
  CP total 
   
  59 
   
  72 
   
  52 
   
  57 
   
  201 
   
  484 
  CP cost 
  117,000 
  172,000 
  96,000 
  111,000 
  4,480,000 
  140,200,000 
  Weapon cost 
  37,200 
  49,200 
  3,000 
  15,000 
  329,000 
  5,580,000 
  Sensors cost 
  3,600 
  3,900 
  3,300 
  2,900 
  21,000 
  69,000 
  Total 
  157,800 
  225,100 
  102,300 
  127,900 
  4,830,000 
  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 WOTC’s Starships of the Galaxy - 
  
SOURCE: textdata/thevault/Star Wars [multi]/SWD6/Misc/_SWD6_Starships_Pricing.pdf