Ship Templates

1.2: Ship Templates

Somewhat more detailed than the template for a normal starship, the capital ship template has all the crucial information about a single capital ship on it. Familiarize yourself with the template as it is described here.

Fill in the vessel name and type. The squadron and fleet labels are for larger games, which will be discussed later. Crew skills should fall within the range selected for the crew skill, although sensors, communications and shielding skills are often up to a range lower than the emphasized gunnery and piloting skills. This is due to the placement of the best recruits in emphasized fields due to their perceived dominance in battle. It was a common practice in the Republic and continues to be so in the Alliance and Empire.

The command officers are listed in the other columns on the top of the sheet. The captain is the only officer that must be filled in under the most basic interpretation of the rules, but the others should have the appropriate skills filled in for a more detailed level of play.

The ships statistics are found below the dotted line. Fill in Hull, Shields, Move, and Maneuverability. Fill in the weapon statistics for all the guns in each arc. Ignore repair and repair target blanks for now, they are only used with the optional damage control rules.

Due to the fact that capital ships are much larger than starfighters and have far more redundancy in systems and structural integrity, Hull Points are used to determine the actual damage taking capabilities of a vessel. Calculate the hull points with the following formula:

 Hull code (in pips) + ship length/100 (round down) = # of Hull points

The number of pips in the hull code, plus an additional point for each full hundred meters in length of the vessel is equal to the number of hull points the vessel has. For instance, a Corellian corvette with 4D hull and 150 meters in length has 13 Hull Points (4D x 3+0 pips+150/100 rounded down =13). By contrast, an Imperial II Star Destroyer has 38 Hull Points (7D x 3 + 1 pip+1600/100 = 38). While it may seem that the Star Destroyer has been cheated on the hull points and is much too easy to destroy, you will find otherwise once play begins. Large ships have increased survivability with the optional damage control rules and power transfer rules.

Take the Hull Points, and divide between the light, heavy, severe, and destroyed sections. Any remaining Hull Points are applied one by one to light, then heavy, then severe damage sections. For example, the Corellian Corvette has 13 Hull Points. It has 4 points before it is lightly damaged, 3 more before it is heavily damaged, 3 more before severely damaged, and 3 more before totally destroyed.

After each combat round, any damage is marked off on the sheet and the current shield, fire control, move, and maneuverability ratings are noted. Any damage done to the command section is also noted.

To Capital Ship Combat?.
To Ship's Crew.
To Cap Ship Combat System.