If you need to design a ship from scratch rather than modify an existing ship, simply start with one of the following stock ships. Each stock ship has a cost and basic description for a generic, no-frills version of a vehicle of that size. To improve the design, use the vehicle modification rules to add and improve the systems and abilities you need. A lone character can’t design a starship from scratch without the Starship Designer feat, and even then normally needs the aid of a shipyard to build one.
Once you have determined all the systems you want to add to your stock ship, you can determine its Initiative, Perception, base attack, grapple, attacks, damage threshold, and fighting space using the standard rules for these values. Remember to select to crew a quality when determining these values (if needed).
SHIP DEFAULTS BY POWER
CALENGIL DOMINION:
Artificial Gravity: No
FTL Drives: Flux Space Drive
Sublight Drives: Fusion Torch
Shields: SR Rating 5 lower than normal for the component (minimum 0)
Damage Reduction: 5 higher than normal for the stock ship type
Armor: 3 higher than normal for the stock ship type
Other: Cockpit Ejection System accessories are treated as non-standard modifications.
CHRYSOARI PROTECTORATE:
Artificial Gravity: Yes
FTL Drives: Flux Space Drive
Shields: Always Chrysoari Energy
Sublight Drives: Gravitic Drive
DEEP ONES MINING UNION:
Artificial Gravity: If the ship is constructed for Deep Ones, no – the ship is water-filled. If the ship is constructed for a non-aquatic species, then it will have an artificial gravity generator installed under license from the Chrysoari. This generator provides a tunable artificial gravity field ranging from 0.5 G to 2 G. However, this generator costs 2,000 x Ships Cost Modifier in Chrysoari Protectorate Credits.
FTL Drives: Flux Space Drive
Sublight Drives: Varies, but functions at 1 square lower than the speed purchased. Deep Ones vessels have considerable bulk due to the fact that they are designed to resist crushing deep-ocean pressures.
Damage Reduction: 10 higher than normal for the stock ship type
Armor: 3 higher than normal for the stock ship type
Hit Points: Deep Ones vessels gain bonus hit points equal to 10 x the vehicle’s Cost Modifier
Ability Scores: +2 STR, -2 DEX
Free Accessories: Amphibious Seals (with +50% bonus to swim speed)
DEVOUT PEOPLE OF THE FOST:
FTL Drives: Flux Space Drive
THE GLORIOUS IMPERIUM:
Artificial Gravity: Yes, via an artificial gravity generator installed under license from the Chrysoari. This generator provides a tunable artificial gravity field ranging from 0.5 G to 2 G. However, this generator costs 2,000 x Ships Cost Modifier in Chrysoari Protectorate Credits.
FTL Drives: Flux Space Drive
Free Accessories: Amphibious Seals
JOLKOAR EMPIRE:
Artificial Gravity: Yes
FTL Drives: Dirac Waverider
Sublight Drives: Gravitic Drive
PROXIMAN SUZERAINTY:
FTL Drives: Flux Space Drive
Sublight Drives: Ion Engine
Free Accessories: Reinforced Keel
RISANTHA SPIRITLANDS:
FTL Drives: Flux Space Drive
Sublight Drives: Fusion Torch
Damage Reduction: 5 higher than normal for the stock ship type
Armor: 5 higher than normal for the stock ship type
Ability Scores: -2 INT
SPEAKERS CONSORTIUM:
TERRAN ALLIANCE:
Artificial Gravity: Yes (by default for vehicles larger than Gargantuan), can be added to Gargantuan vehicles at a cost of 6,000 Terran Alliance Credits.
FTL Drives: Higgs Drive
Sublight Drives: Stover Drive
TEUTHIDOID PEOPLES:
Artificial Gravity: If the ship is constructed for Teuthidoids, no – the ship is water-filled. If the ship is constructed for a non-aquatic species, then it will have a Higgs Field artificial gravity generator installed under license from the Terran Alliance. This generator provides a tunable artificial gravity field ranging from 0.4 G to 1.2 G. However, this generator costs 2,000 x Ships Cost Modifier in Terran Alliance Credits.
FTL Drives: Higgs Drive (Uncommon)
Sublight Drives: Biological Engine
Free Accessories: Living Ship, Self-Aware, Teuthidoid Adaptive Armor
Required Accessories: Unless the vehicle is being constructed for use specifically in a radiation-shielded environment (i.e. underwater), the vehicle must have a shield rating of at least 5.
UNITED LISSONIAN TREEHOLDS:
Artificial Gravity: Yes (for ships larger than Gargantuan)
FTL Drives: Flux Space Drive
Sublight Drives: Ion Engine and Solar Sail
THE UNITY:
FTL Drives: Flux Space Drive
XLYAT’TA’ACR UNIFIED COOPERATIVE:
FTL Drives: Flux Space Drive
Sublight Drives: Fusion Torch
STOCK SHIP TYPES
CLASS | SIZE | STR | DEX | INT | SPEED (Character/Starship) | HP | DR | Armor | Cost | Crew | Passengers | Cargo | Consumables | Emplacement Points |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Light Fighter | Huge | 34 | 20 | 14 | 16/5 | 60 | 10 | +3 | 30,000 | 1 | 0 | 50 kg | 2 days | 2 |
Interceptor | Huge | 38 | 24 | 14 | 16/6 | 90 | 10 | +3 | 100,000 | 1 | 0 | 50 kg | 2 days | 5 |
Superiority Fighter | Huge | 42 | 22 | 14 | 16/4 (2,500 km/h) | 120 | 10 | +7 | 50,000 | 1 | 0 | 50 kg | 2 days | 5 |
Bomber | Huge | 46 | 18 | 14 | 16/3 | 150 | 10 | +12 | 50,000 | 2 | 0 | 50 kg | 2 days | 10 |
Light Freighter | Colossal | 42 | 10 | 12 | 12/2 (750 km/h) | 120 | 15 | +12 | 20,000 | 2 | 6 | 100 tons | 2 months | 5 |
Heavy Shuttle | Colossal | 46 | 14 | 14 | 12/3 (1,200 km/h) | 120 | 15 | +12 | 50,000 | 4 | 8 | 20 tons | 1 month | 5 |
Swift Assault Craft (SAC) | Colossal | 50 | 14 | 16 | 12/3 (1,250 km/h) | 150 | 15 | +12 | 200,000 | 4 | 4 | 5 tons | 1 month | 20 |
Heavy Freighter | Colossal (Frigate) | 106 | 10 | 12 | -/1 | 400 | 15 | +12 | 500,000 | 10 | 10 | 100,000 tons | 6 months | 5 |
Frigate | Colossal (Frigate) | 114 | 16 | 16 | -/3 | 800 | 15 | +12 | 2,000,000 | 30 | 10 | 5,000 tons | 1 year | 50 |
Destroyer | Colossal (Frigate) | 116 | 16 | 16 | -/2 | 1,100 | 20 | +13 | 5,000,000 | 60 | 20 | 7,500 tons | 1 year | 75 |
Cruiser | Colossal (Cruiser) | 118 | 14 | 16 | -/2 | 1,500 | 20 | +14 | 10,000,000 | 400 | 30 | 10,000 tons | 2 years | 100 |
Battlecruiser | Colossal (Cruiser) | 124 | 12 | 18 | -/2 | 2,000 | 20 | +16 | 20,000,000 | 800 | 100 | 20,000 tons | 2 years | 200 |
Carrier | Colossal (Cruiser) | 128 | 10 | 16 | -/1 | 2,000 | 20 | +14 | 20,000,000 | 500 | 400 | 40,000 tons | 2 years | 200 |
Class: This is a general summary of the type of basic chassis you are starting with.
Size: This is the size of the vehicle.
STR/DEX/INT: These are the ability scores for the vehicle.
Speed: This is the speed of the vehicle in both character-scale movement and starship scale movement. Vehicles above Colossal size will not have speeds listed for character-scale movement. Vehicles capable of atmospheric flight by default will have a maximum atmospheric speed in parentheses after the two numbers – this number represents the maximum crusing speed for atmospheric flight for the vehicle, not the peak velocity it can reach in an atmosphere (which is usually escape velocity or orbital velocity).
HP: This is the amount of hit points the vehicle has.
DR: This is the damage reduction that the vehicle has.
Armor: This is the vehicle’s armor bonus to Reflex defense.
Cost: This is the amount of base credits that it costs for the chassis. The currency used is whatever the primary currency is at the shipyard you are constructing the vehicle at.
Crew: This is the amount of crew it takes for the vehicle to operate at normal efficiency. Vehicles can sometimes be operated with less crew.
Passengers: This is the amount of passengers the vehicle can carry. Unless a luxury upgrade is purchased, this is either spartan accomodations or seating only, depending on the size of the vehicle.
Cargo: This is the cargo capacity of the vehicle, which can be used to store cargo or traded in for more emplacement points (see Vehicle Modification)
Consumables: This is the amount of time that the vehicle can remain active before refeuling.
Emplacement Points: This is the amount of unused emplacement points that the vehicle starts out with. If you worsen a stock ship’s starting value in a category by 25%, you gain a number of emplacement points equal 10% of the ship’s stock emplacement points (or twice that many if you worsen it by 50%). For the purpose of the crew required to operate a starship, worsening means increasing the crew required (by 25% or 50%). Any emplacement points gained in this may must be kept as spares to purchase additional cargo space, addition tons of cargo capacity equal to the starship’s cost modifier for each emplacement point spent.