SHIP STATS SETUP

If you as a Gamemaster are going to create a new ship for a PC or as a PC are going to design a new ship to fly, then you might want to try using this form to help you make up the ships statistics, and the GM can decide how much it should cost overall or however you want to work it out.

Craft: The ships manufacturer, name, and model number.
Type: The ship's general classification.
Length: How long the ship is.
Scale: The ship's scale - Starfighter or Capital. When the ship gets into combat, you use the Scale Charts to modify any die rolls your ship makes against ships of a different scale.
Skill: The skill used to operate the ship, followed by the specialization for its use.
Crew: The first listing is the total crew for the ship under normal conditions. (A listing for "can combine" is the number of people who can combine to perform an action. Each ship has one prime person responcible for keeping control, running sensors, calculating hyperspace jumps and the like. On smaller ships, one person may be responsible for all of these duties, while on larger ships, one person maybe be in charge of each of these functions. While there may be hundreds of support crew manning the machinery, whether the action succeeds comes down to one character's skill roll - hence the crew skill listing. The "can combine" is the number of extra crew members who may be able to assist, such as when Chewbacca acts as co-pilot for the Millennium Falcon. Use the "Combined Action" rules in the chapter on "The Rules.")
The second number is the number of gunners; gunners are listed in addition to the normal crew complement.
The final number is the "skeleton crew" listing: the first part of the listing is the absolute minimum number of crewmembers necessary to fly the ship, while the number after the slash is the increase in difficulty for any actions with a skeleton crew. For example, if a listing is "skeleton: 130/+10," that indicates that there must be a minimum of 130 crewmembers aboard to operate the vessel, and all crewmembers must add +10 to the difficulty number for all maneuvering, movement, and shielding actions. This modifier does not apply to gunnery difficulties.
Crew Skill: Typical skill codes for crewmembers trained for that job: starfighter pilots will have all the skills; capital ship crewmen will just have the skill for the job that they have been trained in. Co-pilots and assistants typically have -1D to each skill code.
Passengers: The number of passengers and troops that may be carried(beyond the crew complement).
Cargo Capacity: This indicates - either in metric tons or kilograms - the amount of cargo a ship can carry. This refers to the cargo's mass only, not volume.
Consumables: A measure of the ship's air, food, water, and fuel and how long it can travel before having to stop for refueling and resupply.
Hyperdrive Multiplier: This measures how quickly the ship travels in hyperspace.
Hyperdrive Backup: Some ships have a backup hyperdrive for emergencies. This is a listing of the backup hyperdrive's number.
Nav Computer: "Yes" or "No." Ships with nav computers may calculate hyperspace journeys with their on-board computers. Ships without nav computers require astromech droids to calculate hyperspace journeys.
Maneuverability: The ship's maneuverability die code when in outer space. Normally, the ship's maneuverability is the same in an atmosphere. If the ship has a different maneuverability for atmospheric travel, it will be listed in parentheses.
Space: How fast the ship travels at sublight speeds in space. This speed is used in ship to ship combat.
Atmosphere: How fast the ship travels in an atmosphere. The first number is its Move, the second number is its all-out speed in kilometers per hour. If there is no "atmosphere" listing, the ship cannot enter an atmosphere.
Hull: This is how tough the hull of the ship is and how well the ship can withstand damage in combat.
Shields: The ship's energy shields(particle shielding is part of the hull code).
Sensors: The different sensor types and their abilities.
Weapon: The number and types of weapons on the ship. Fire-linked means the weapons are linked and fire as one group. Otherwise, each weapon may be fired separately.
Fire Arc: Front, left, right, back, or turret. Turret weapons may fire in all four fire arcs.
Crew: The crew necessary to man the weapon. If there is no crew listing, the weapon may be fired by the pilot. The variable numbers are treated the same as the ship's crew.
Scale: The scale, if different than the ship's scale.
Skill: The skill used to fire the weapon.
Fire Control: Add these dice whenever the gunner shoots to hit.
Space Range: Short, medium, and long ranges in units.
Atmosphere Range: Short, medium, and long ranges in an atmosphere or firing into an atmosphere from orbit.
Damage: This is the weapon's damage.
Note: Most of the time, not all of these stats will be necessary in the course of the game. In combat, only the ship's scale, speed, maneuverability, hull code, weapons, shields, and in the case of capital ships, crew codes are important.

I just wanted to add, that if you do make a new ship, and you think it is good, I would love to have you Mail It it to me. I would include the information you include, and a background if you have one. I would also include your name and address if you like.

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Commander Skywalker's Star Wars RPG Post � 1998
http://home.earthlink.net/~tedcushman/lucas/
Lucas Meyers
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