Starship Components


Many of these rules are derived originally from the guidelines published in Galaxy Guide 6: Tramp Freighters. However, these rules are significantly modified from the rules presented in that book. As a result of these modifications, these rules need to be playtested and revised to ensure they are reasonable.

Defensive Components

Hull Plating

Hull plating can be repaired or added to an existing craft to improve the Hull rating of the craft. To calculate the cost of the additional hull plating, multiple the ship's hull rating to be achieved (rounded down) by:

  1. Speeder: 500 credits; 8 hours.
  2. Starfighter: 1,000 credits; 16 hours.
  3. Space Transport: 5,000 credits; 80 hours.
  4. Capital Ship: 20,000 credits; 2,000 hours.

Each pip must be purchased separately. Adding the hull plating is relatively easy, requiring an Easy repair roll of the appropriate type.

For each pip of hull rating added to the ship, the maneuverability rating of the ship decreases by 1 pip. For each full die of hull rating added, the ship's Space speed also decreases by one step (due to the additional weight of the ship). Only 2D of hull plating can be added to a given ship by default; additional hull plating is at the GM's discretion.


All space-capable ships contain particle shields; without these shields, the ship would likely be destroyed by high-velocity particles within a relatively short period of time. Some ships also equip defensive shields, also known as ray shields, that protect them from blasters, lasers, and other energy weapons. Ships without ray shields are assumed to have 1D-rated particle shields, which are perfectly sufficient to deflect incoming micrometeorites. Ships will ray shields generally operate with 1D-rated particle shields active at all times, though their shield projectors are capable of generating particle shields of the same strength as their ray shields. Shield systems are made up of the following components:

  1. Two or four shield coils that project ray shields out from the ship;
  2. Four or eight particle field projectors that emit particle shields in lobes around the ship;
  3. Two shield generators, one each for particle and ray shields; and
  4. Two or more energy sinks, which absorb and dissipate the energy impinging upon the shields themselves.

Shield coils absorb feedback from the impact of weapons or particles on the shield itself. They are designed to overload and pop, saving the rest of the system (like a fuse). Coils are inexpensive and quick to replace as a result.

Starfighter Shields

Rating Weight Cost
1D 1.5 tons 4,000 credits
2D 2 tons 10,000 credits
3D 2.5 tons 25,000 credits
4D 3 tons 75,000 credits

Space Transport Shields

Rating Weight Cost
1D 6 tons 8,000 credits
2D 8 tons 20,000 credits
3D 10 tons 50,000 credits
4D 12 tons 150,000 credits
5D 15 tons 400,000 credits

Capital Shields

Rating Weight Cost
1D 60 tons 80,000 credits
2D 80 tons 200,000 credits
3D 100 tons 500,000 credits
4D 120 tons 1,500,000 credits
5D 150 tons 4,000,000 credits
6D 200 tons 10,000,000 credits

Repair Costs

Component Cost % Repair Difficulty Repair Duration
Shield Coil 1% Very Easy 2 rounds
Field Projector 10% Easy 10 minutes
Shield Generator 75% Moderate 2 hours
Energy Sink 15% Moderate 1 hour

Engine Components

Components listed here affect vehicle speed, hyperspace transit times, and vehicle maneuverability. Both upgrades and system repair components are listed.

Ion Drives

Ion drives provide primary sublight spaceflight (and in-atmospheric flight, for atmospheric-capable ships). Ion drives consist of the following components:

  • A powerplant used to generate the power required to propel the ship;
  • One or more thruster coils, used to channel the thrust and keep the flow laminar and efficient;
  • A flow controller computer, used to control the amount of power fed to the engine for smooth flight;
  • One or more thruster actuators, used to control the engine bell shape and direction to maintain the desired flight profile; and
  • One or more engine housings, shielded plating to contain the thruster output and deflect hard radiation from the crew compartment.

Though some ships do mount single engines, most starship manufacturers rely on multiple engines to keep costs down and improve ship reliability. Mounting two identical engines on a ship improves the space rating by 1 step; mounting four improves it by two steps; mounting 8 improves by 3. In practice, many starfighters mount 2 engines, and many space transports use 4, though there are exceptions. Capital ships often use larger clusters of engines, some mounting as many as 8 large engines. For simplicity's sake, assume that dissimilar engines use only the power rating of the largest-mounted engine(s). Clusters of more than 8 engines do not improve the speed of a vessel.

Engine scale matters considerably when discussing ion drives, since ion engines are essentially reaction drives, though they are highly-efficient reaction drives. For each jump in scale, add 3 steps to the effectiveness of the engine; for example, mounting a single capital-scale ion engine rated for Space 4 on a starfighter-scale ship grants a space rating of 10.

Starfighter-Scale Ion Drives

Atmosphere Space Weight Cost
cell 1 2 tons 750 credits1
cell 2 2.5 tons 2,500 credits
cell 3 3 tons 5,000 credits
cell 4 4 tons 12,500 credits
cell 5 4.5 tons 25,000 credits
cell 6 6 tons 125,000 credits
cell 7 7 tons 250,000 credits
cell 8 8 tons 500,000 credits
cell 9 10 tons 750,000 credits
cell 10 12 tons 1,000,000 credits
cell 11 14 tons 1,250,000 credits
cell 12 16 tons 1,500,000 credits
cell 13 18 tons 2,000,000 credits
cell 14 20 tons 2,500,000 credits
cell 15 25 tons 3,000,000 credits
cell 16 30 tons 3,500,000 credits
cell 17 35 tons 4,000,000 credits
cell 18 40 tons 4,500,000 credits
cell 19 45 tons 5,000,000 credits
cell 20 50 tons 6,000,000 credits

Space Transport-Scale Ion Drives

Atmosphere Space Weight Cost
cell 1 8 tons 3,000 credits
cell 2 10 tons 10,000 credits
cell 3 12 tons 20,000 credits
cell 4 16 tons 50,000 credits
cell 5 18 tons 100,000 credits
cell 6 24 tons 500,000 credits
cell 7 28 tons 1,000,000 credits
cell 8 32 tons 2,000,000 credits
cell 9 40 tons 3,000,000 credits
cell 10 48 tons 4,000,000 credits
cell 11 56 tons 5,000,000 credits
cell 12 64 tons 6,000,000 credits
cell 13 72 tons 8,000,000 credits
cell 14 80 tons 10,000,000 credits
cell 15 100 tons 15,000,000 credits

Capital-Scale Ion Drives

Atmosphere Space Weight Cost
cell 1 40 tons 7,500 credits
cell 2 50 tons 25,000 credits
cell 3 60 tons 50,000 credits
cell 4 80 tons 125,000 credits
cell 5 90 tons 250,000 credits
cell 6 120 tons 1,250,000 credits
cell 7 140 tons 2,500,000 credits
cell 8 160 tons 5,000,000 credits
cell 9 200 tons 7,500,000 credits
cell 10 250 tons 10,000,000 credits

Repair Cost

Component Cost % Repair Difficulty Repair Duration
Powerplant 95% Very Difficult 200 hours
Thruster Coil 1% Easy 1 hour
Flow Controller 5% Moderate 2 hours
Thruster Actuators 2% Very Difficult 4 hours
Shielding 2% Moderate 40 hours

Ship's engines require annual overhauls costing 1% of the base engine cost and requiring a base 10 hours of work. Failure to perform the overhaul introduces gremlins to the engine until the engine can be overhauled and repaired (doubling the cost of the overhaul).

Upgrade Cost

Ion drives may be upgraded up to double their base speed value by running the engine hotter than recommended. For each increase in speed desired, roll the appropriate repair skill at a base Moderate difficulty; 5 successes are needed. Each additional step beyond the base rating of the engine adds +10 to the difficulty of the modification. Each step in speed requires components costing 5% of the base engine cost for the desired speed rating and requires a base 40 hours of work. Any failed rolls or mishaps during this time introduce gremlins to the engines (specifics left to the GM).

Example Gremlins

TODO example gremlins for Ion Drives

Maneuvering Thrusters

Maneuverability repairs and upgrades use the same system, since any damage to a ship's maneuverability results in loss of maneuverability dice. When repairing a ship using purchased components built for that type of ship, the repair roll difficulty is reduced to Moderate and the cost is reduced by half.

To increase a ship's maneuverability by one pip (or from 0D to 1D), multiple the ship's hull rating by the die of maneuverability to be achieved, both rounded down. This gives you a cost multiplier. Multiply this by the following value to determine the cost and duration of the resulting modification:

  1. Speeder Scale: 100 credits, 8 hours
  2. Starfighter Scale: 500 credits, 8 hours
  3. Space Transport Scale: 1,000 credits, 20 hours
  4. Capital Scale: 10,000 credits, 100 hours

Improving maneuverability requires a Difficult repair check, and each pip must be purchased and installed separately. The maximum maneuverability for a given ship is 3D higher than the base maneuverability rating for that ship type. Failures and mishaps during the upgrade process result in gremlins, the details of which are at the GM's discretion.

Example Gremlins

TODO example gremlins for Maneuvering Thrusters


A full hyperdrive unit allows the vehicle in question to transit hyperspace, travelling between solar systems. Hyperdrive units are available in three scales: Starfighter, Space Transport, and Capital. Though a larger hyperdrive can be placed in a smaller vessel (taking up a considerable amount of space in the process), this provides no mechanical benefit; a larger hyperdrive only allows for the controlled movement of more tonnage through hyperspace, not for faster transit speeds.

Hyperdrive components are listed separately here as well. In general, a hyperdrive unit consists of:

  • A motivator, which modulates the field that pushes the ship into and through hyperspace;
  • 2 to 4 field generator coils, which project the hyperspace field around the ship;
  • A mass detector array, which scans for mass shadows in hyperspace along the transit path of the ship; and
  • A mass detector interrupt, which cuts in to collapse the hyperspace field if a mass shadow is detected in the path of transit.

Starfighter-Scale Hyperdrives

Multiplier Weight Cost
x1/4 as base N/A2
x1/2 as base N/A
x1 9 tons 30,000 credits3
x2 7.5 tons 20,000 credits
x3 6 tons 14,000 credits
x4 5 tons 10,000 credits
x5 4 tons 8,500 credits
x6 3.5 tons 7,500 credits
x8 2.5 tons 7,000 credits
x10 2 tons 6,000 credits
x12 1.5 tons 5,000 credits
x14 1.2 tons 4,000 credits
x15 1 ton 3,000 credits
x18 500 kg 2,000 credits
x20 250 kg 1,000 credits
x25 50 kg 500 credits

Space Transport-Scale Hyperdrives

Multiplier Weight Cost
x1/4 as base N/A
x1/2 as base N/A
x1 18 tons 60,000 credits
x2 15 tons 40,000 credits
x3 12 tons 30,000 credits
x4 10 tons 20,000 credits
x5 8 tons 17,500 credits
x6 7 tons 15,000 credits
x8 5 tons 14,000 credits
x10 4 tons 12,000 credits
x12 3 tons 10,000 credits
x14 2.5 tons 8,000 credits
x15 2 tons 6,000 credits
x18 1 ton 4,000 credits
x20 500 kg 2,000 credits
x25 100 kg 1,000 credits

Capital-Scale Hyperdrives

Multiplier Weight Cost
x1/4 as base N/A
x1/2 as base N/A
x1 180 tons 600,000 credits
x2 150 tons 400,000 credits
x3 120 tons 300,000 credits
x4 100 tons 200,000 credits
x5 80 tons 175,000 credits
x6 70 tons 150,000 credits
x8 50 tons 140,000 credits
x10 40 tons 120,000 credits
x12 30 tons 100,000 credits
x14 25 tons 80,000 credits
x15 20 tons 60,000 credits
x18 10 tons 40,000 credits
x20 5 tons 20,000 credits
x25 1 ton 10,000 credits

Repair Cost

Component Cost % Repair Difficulty Repair Duration
Hyperdrive Motivator 75% Difficult 40 hours
Field Coil 5% Easy 1 hour
Mass Detector Array 25% Moderate 10 hours
Mass Interrupt 10% Difficult 4 hours

Upgrade Cost

Hyperdrives may be upgraded up to 2 steps from their base level. Performing these upgrades requires custom-treating the motivator and coils to withstand higher energies during transit. This requires a shop environment and takes a base of 200 hours of work for the first step (e.g., x2 to x1). To succeed, you must make 5 Heroic repair rolls. For each missed roll, the modified hyperdrive acquires a gremlin (at the GM's discretion); any mishaps also grant the hyperdrive a gremlin. Hyperdrives modified below x1 automatically gain one gremlin per step. For the second step of modification, the base duration and number of rolls required are doubled, and all rolls are at +10 difficulty. To attempt each step costs 25% of the base value of the hyperdrive (for component modification).

If an upgraded hyperdrive is damaged, you will need to either acquire modified parts or modify the replacement parts to work with your modified hyperdrive unit. Modifying the part in place doubles the base repair duration and adds a +10 to the repair difficulty.

Example Gremlins

TODO example gremlins for Hyperdrives


TODO repair and replacement costs for various repulsor systems, including speeder-grade repulsorlifts and repulsor control units


Ships contain a wide variety of electronic components, from personal entertainment devices to shipboard health monitoring servers to military hardware.


Main sensors: Ratings bought separately. 500/unit passive; 1,000/unit scan, max 2.5x passive; 1,500/unit search, max 2.5 scan; 5,000/unit focus, max 1/4 passive. Tonnage based on passive, requiring 100 kg/unit.

Fire Control sensors: 1,000/1D; 4,000/2D; 9,000/3D; 16,000/4D; 25,000/5D (guns only). Cost of fire control for missiles is built into cost of missile system.

Sensor Jammers

Weapons Jammers: penalty to opponent's Fire Control; 10,000/1D, no higher ratings available
Sensor Cloaks: interferes with opponent's Sensors; 15,000/1D; 40,000/2D
Communications Jammer: floods comm waves with interference; range 20, 10,000/die interference, max 5D; +1,000/unit range, max 150. Base mass 1 ton/10 range and multiply by number of dice.
False Transponder Code: 15,000, highly variable due to black market nature
Deployable sensor decoy ("chaff"): 1,500 each for passive; see also Copycat Pod for active decoy, 10,000.

Communications Arrays

Hyperway Signal Interceptor: 2,000
Signal Crytoprocessor: 20,000/1D; 50,000/2D; 150,000/3D
HoloNet Node: 150,000, 10 tons
Standard Communications Array: 500
High-Power Communications Array: 2,500; broadcasts through interference much better (compensates for 2D of interference)
Encryption: +500/1D, +1,500/2D, +7,500/3D

Other Electronics

Navicomp: 500/single jump, 2,500/10 jump, 5,000/20 jump
Crystal Gravfield Traps: May detect incoming hyperspace signatures 1D rounds before ships appear; 3,000 credits


Basic Weaponry

Weapon Scale FC Dmg Atmo Space Weight Cost
Turbolaser Battery Capital 3D xD xx xx 35 tons 100,000 credits
Mini-tractor Starfighter 2D 4D xx xx 3 tons 8,000 credits
Tractor Beam Emitter Capital 2D 5D xx xx 15 tons 24,000 credits
Heavy Turbolaser Capital 3D xD xx xx 16 tons 40,000 credits
Light Laser Cannon Starfighter 2D 3D 100-300/1.2/2.5 1-3/12/25 1 ton 750 credits
Laser Cannon Starfighter 2D 4D 100-300/1.2/2.5 1-3/12/25 2 tons 1,500 credits
Heavy Laser Cannon Starfighter 3D 5D 100-300/1.2/2.5 1-3/12/25 4 tons 4,000 credits
Turbolaser Capital 3D xD xx xx 10 tons 20,000 credits
Light Ion Cannon Starfighter 2D 3D 100-300/700/3.6km 1-3/7/36 500 kg 3,000 credits
Ion Cannon Starfighter 2D 4D 100-300/700/3.6km 1-3/7/36 1 ton 4,500 credits
Heavy Ion Cannon Starfighter 2D 5D 100-300/700/3.6km 1-3/7/36 2 tons 6,000 credits
Proton Torpedo Launcher Starfighter 2D N/A N/A N/A 2 tons4 5,000 credits
Proton Torpedo Starfighter N/A 9D 50-100/300/700 1/3/7 4/launcher 2,500 credits
Concussion Missile Launcher Starfighter 2D N/A N/A N/A 2 tons5 4,500 credits
Concussion Missile Starfighter N/A 8D 50-100/300/700 1/3/7 6/launcher 1,500 credits
Proton Bomb Launcher Capital xD xD xx xx 4 tons6 7,500 credits
Proton Bomb7 Capital xD xD xx xx 4/launcher 4,000 credits
Blaster Cannon Speeder xD xD xx xx 200 kg 750 credits
Repeating Blaster Cannon Speeder xD xD xx xx 500 kg 1,500 credits
Brushfire System8 Speeder xD xD xx xx 1 ton 3,000 credits
Plasma cannon xx xD xD xx xx xx kg xx credits
Rail gun Capital xD xD xx xx xx kg xx credits
Meson cannon xx xD xD xx xx xx kg xx credits
Magnetic grapple lines xx xD xD xx xx xx kg xx credits
Fuel-Air Missiles xx xD xD xx xx xx kg xx credits
Tank Cannon xx xD xD xx xx xx kg xx credits
Artillery Cannon xx xD xD xx xx xx kg xx credits
Plasma Artillery Cannon xx xD xD xx xx xx kg xx credits
Flamethrower xx xD xD xx xx xx kg xx credits
Mortar xx xD xD xx xx xx kg xx credits
Gatling Cannon xx xD xD xx xx xx kg xx credits
Heavy Machine Gun xx xD xD xx xx xx kg xx credits
Light Machine Gun xx xD xD xx xx xx kg xx credits
HiX Missiles xx xD xD xx xx xx kg xx credits
Plasma Torch Capital xD xD xx xx xx kg xx credits
Laser Cutting Torch xx xD xD xx xx xx kg xx credits

TODO writeups for ballistics (Vulcans, artillery), simple missile types, plasma weaponry, mass drivers, mines and mine launchers

Special Weaponry

Gravity well projector: hugely capital scale, prevents hyperspace jumps w/in certain radius, massive warmup time
Anti-missile systems: close-in lasers with droidbrain targeting and firing capabilities; sized for capital ships; only somewhat effective

Weapon Modifications

Fire links: 250 credits per weapon linked in group
Mini-turret: holds up to 4 tons of weaponry; weight 5 tons; 1,000 credits
Turret: holds up to 16 tons of weaponry; weight 20 tons; 5,000 credits
Battery: capital turret, holds up to 100 tons of weaponry; weight 120 tons; 40,000 credits
Retractable mini-turret: holds up to 2 tons of weaponry; weight 4 tons; 5,000 credits
Retractable turret: holds up to 4 tons of weaponry; weight 8 tons; 10,000 credits
Hidden weapon: thin false hull plates cover weapon opening, concealing weapon from view until fired; adds 200 kg, 250 credits

Pylon Rules

TODO summarize rules for external stores; pylon size, capacities; non-weapon stores

Example Gremlins

TODO write up example gremlins for weapons systems

Special Equipment

Solar Converter: 12,000/10 tons
Concealed cargo compartment: 200/ton, detectable by Moderate search
Hidden cargo compartment: 500/ton, detectable by Very Difficult search
Scanner-resistant cargo compartment (adds to concealed/hidden): 2,000/ton
Automatic Cargo Jettison: 1,000/compartment; 1 ton of equipment required
Passenger conversion: 2,400+/person; requires 1 ton/person basic, 10 tons/person fancy
Refrigeration equipment: 1,200/ton converted
Environmental converters (methane atmosphere, etc): 4,000/ton converted
Magnetic coupler: 1,000/docking ring
Liquid storage modification: 500/ton converted
Airlock: 5,000; requires 2 tons cargo space
External Cargo Sling: remote-controlled reinforced netting attaches to magnetic couplers on exterior of ship, requiring at least 2 couplers; adds hull x20 tons of cargo capacity (exposed to vacuum) at 1/2 speed, no atmospheric entry permitted, +15 hyperspace roll or lose cargo; 10,000 for sling unit.

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