Recent Updates: Changes to weapon BPs in line with Starfinder Core Rules , 3rd printing. Thanks Justin B! (05/09/2020 ).
Beta testing for new material from Starship Operations Manual . Please get in touch with any feedback. To hide material from SOM, go to Sources and uncheck the SOM option (03/09/2020 ).
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Paste in JSON from a previous design
Build Point Budget : {{ tier.bpBudget }}; HP Increase : {{ tier.hpIncrease }}
Size {{ frame.size }}; Maneuverability {{ frame.maneuverability }}; HP {{ hp }}; DT {{ frame.dt }}; CT {{ criticalThreshold }}; Expansion Bays {{ frame.expansionBays }}; Minimum Crew {{ frame.minCrew }}; Maximum Crew {{ frame.maxCrew }}
{{ frame.bpCost }}
Use this frame as a base: {{ option.name }}
Maneuverability Perfect Good Average Poor Clumsy
Weapon Mounts
{{ position.toTitleCase() }}
Light Heavy Capital
{{ frame.bpCost }}
NOTE: Supercolossal ships can have either:
One Supercolossal power core, and up to four Huge or Gargantuan cores, or Up to five Colossal power cores PCU Budget {{ pcuBudget }}
{{ powerCoresBpCost }}
Thrusters Booster {{ option.name }}
Speed (in hexes) {{ thrusters.speed + thrustersBooster.speed }}; Piloting Modifier {{ getPrefixedModifier(thrusters.pilotingModifier + thrustersBooster.pilotingModifier) }}
{{ thrusters.pcuCost + thrustersBooster.pcuCost }} {{ thrusters.bpCost + thrustersBooster.bpCost }}
Step 5: Other Systems Ablative Armor {{ option.name }}
Temporary HP by position: Make sure your ablative armor adds up to {{ ablativeArmor.tempHp }}.
NOTE: The ship has a -1 penalty to Piloting because temporary HP from ablative armor is not balanced.
NOTE: The ship has a -1 penalty to Piloting because temporary HP exceeds the ship's HP.
Temporary HP {{ ablativeArmor.tempHp }}; TL Modifier {{ ablativeArmor.tlMod }}; Turn Distance {{ ablativeArmor.turnMod }}
{{ ablativeArmor.bpCost }}
Bonus to AC {{ getPrefixedModifier(armor.bonusToAc) }}; Special {{ armorSpecial }}
{{ armorBpCost }}
Computer {{ option.name }}
Secondary Computer {{ option.name }}
Network Nodes
Dedicated Computer {{ option.name }}
Skill Bonus {{ computerSkillBonusDesc }}; Dedicated Computer Skill Bonus {{ getPrefixedModifier(dedicatedComputer.bonus) }}; Nodes {{ ctComputerNodes }}; Tier {{ computerTier }}
{{ computer.pcuCost + dedicatedComputer.pcuCost + (isSupercolossal ? secondaryComputer.pcuCost : 0) + networkNodes.pcuCost }} {{ computer.bpCost + dedicatedComputer.bpCost + (isSupercolossal ? secondaryComputer.bpCost : 0) + networkNodes.bpCost }}
{{ crewQuarters.bpCost }}
Defensive Countermeasures {{ option.name }}
Bonus To TL {{ getPrefixedModifier(defensiveCountermeasures.defCMBonusToTl) }}
{{ defensiveCountermeasures.pcuCost }} {{ defensiveCountermeasuresBpCost }}
Drift Engine {{ option.name }}
Note: {{ driftEngine.notes }}
Engine Rating {{ driftEngine.engineRating }}
{{ driftEngineBpCost }}
NOTE: {{ frame.expansionBayInfo }}.
NOTE: As a Supercolossal ship, this vessel has {{ Math.floor(frame.bpCost / 10) }} cargo bays in addition to those below.
NOTE: On a colony ship or space station, two thirds of expansion bays must be for civilian use (cargo holds, escape pods, guest quarters, life boats, recreation suites, or others determined by the GM).
Slots used {{ expansionBaysCountUsed }} / {{ ctExpansionBaySlots }}
{{ option.name + ((option.numBays != 1) ? ' (' + option.numBays + ' Slots)' : '') }}
NOTE: Expanding an existing hangar bay to accommodate eight more Medium ships increases the hangar bay’s cost by only 1 BP. Use Custom Components to expand your hangar bay.
{{ getExpansionBayPcuCost(expansionBay) }} {{ getExpansionBayBpCost(expansionBay) }}
You cannot have more external expansion bays than expansion bay slots on the frame.
NOTE: Healing pods can only be installed on biomechanical ships.
Create New Expansion Bay
{{ expansionBaysTotalPcuCost }} {{ expansionBaysTotalBpCost }}
Fortified Hull {{ option.name }}
Bonus To CT {{ fortifiedHull.bonusToCt }}
{{ fortifiedHull.bpCost }}
Reinforced Bulkhead {{ option.name }}
Fortification {{ reinforcedBulkhead.fortification }}
{{ reinforcedBulkhead.bpCost }}
Anti-Hacking Systems {{ option.name }}
{{ antiHackingSystems.bpCost }}
Anti-Personnel Weapon {{ option.name }} ({{ option.damage}})
{{ antiPersonnelWeaponBpCost }}
{{ biometricLocksBpCost }}
Computer Countermeasures
Shock Grid {{ option.id == "none" ? "None" : option.name + ' (DC ' + option.dc + ', ' + option.damage + ')' }}
{{ computerCountermeasuresBpCost }}
{{ selfDestructSystemBpCost }}
{{ params.hasEmergencyAccelerator ? 5 : 0 }} {{ params.hasEmergencyAccelerator ? 4 * sizeCategory.multiplier : 0 }}
{{ params.hasHolographicMantle ? 10 : 0 }} {{ params.hasHolographicMantle ? 12 : 0 }}
{{ params.hasReconfigurationSystem ? 50 : 0 }} {{ params.hasReconfigurationSystem ? 30 : 0 }}
{{ securityTotalPcuCost }} {{ securityTotalBpCost }}
Range {{ sensors.range }}; Modifier {{ getPrefixedModifier(sensors.modifier) }}
{{ sensorsBpCost }}
Shields {{ option.name }}
Shields by position: Make sure your shields add up to {{ shields.totalSp }}!
Total SP {{ shields.totalSp }}; Regen. {{ shields.regen }}
{{ shields.pcuCost }} {{ shields.bpCost }}
Deflector Shields {{ option.name }}
Defense Value {{ deflectorShield.defenseValue }}/–; Bonus to AC +{{ deflectorShield.bonusToAc }}; Bonus to TL +{{ deflectorShield.bonusToTl }}
{{ deflectorShield.pcuCost }} {{ deflectorShield.bpCost }}
Weapons FOR INFORMATION: {{ frame.weaponInfo }}.
Weapon None {{ option.name }} ({{ option.damage }}, {{ getWeaponRangeNumerical(option) }}, PCU {{ option.pcuCost}}, BP {{ option.bpCost }})
Range {{ weaponMount.weapon.range }}; Speed {{ weaponMount.weapon.speed }}; Damage {{ weaponMount.weapon.damage }}; Special Properties {{ getNamesFromIds("weaponSpecialProperty", weaponMount.weapon.specialProperties, "n/a") }}
{{ weaponMount.weapon.pcuCost }} {{ weaponMount.bpCost + weaponMount.materialCost + weaponMount.mountBpCost + weaponMount.linkCost }} (weapon {{ weaponMount.bpCost }} + material {{ weaponMount.materialCost }} + mount {{ weaponMount.mountBpCost }} + link {{ weaponMount.linkCost }} )
Create New {{ position.toTitleCase() }} Mount
{{ weaponsTotalCosts.weaponsPcu }} {{ weaponsTotalCosts.weaponsBp + weaponsTotalCosts.weaponMaterialsBp + weaponsTotalCosts.weaponMountsBp + weaponsTotalCosts.weaponLinksBp }} (weapons {{ weaponsTotalCosts.weaponsBp }} + materials {{ weaponsTotalCosts.weaponMaterialsBp }} + mounts {{ weaponsTotalCosts.weaponMountsBp }} + links {{ weaponsTotalCosts.weaponLinksBp }})
{{ params.hasAlgalShielding ? 5 + 2 * sizeCategory.multiplier : 0 }}
{{ params.hasAutoDestruct ? sizeCategory.multiplier : 0 }}
{{ params.hasColonyShipFramework ? Math.floor(frame.bpCost * 0.25) : 0 }}
{{ params.hasConsciousnessUplink ? 4 : 0 }}
{{ dataNetBpCost }} {{ dataNetPcuCost }}
{{ params.hasPowersap ? sizeCategory.multiplier * 3 : 0 }}
Robotic Appendage {{ option.name }}
{{ roboticAppendage.bpCost }}
{{ params.hasRootSystem ? 5 : 0 }} {{ params.hasRootSystem ? sizeCategory.multiplier * 2 : 0 }}
{{ params.hasSpaceStationFramework ? Math.floor(frame.bpCost * 0.2) : 0 }}
Training Interface Modules
{{ timBpCost }}
Virtual Intelligence {{ option.id == "none" ? "None" : "Tier " + option.name }}
{{ vi.bpCost }}
VI Upgrade: Holographic Projector {{ option.name }}
Maximum Size {{ viHoloProjectorSize }}
{{ viHoloProjector.bpCost }}
VI Upgrade: Skill Expander {{ option.name }}
{{ viSkillExpander.bpCost }}
Create New Custom Component
{{ role.hasRoleQuestion }}
{{ getItemById('skill', skillId).name }} Ship mod {{ getPrefixedModifier(skillModifierComputers) }} {{ getPrefixedModifier(skillModifierPiloting) }} –
Total {{ getPrefixedModifier(skillTotals[role.id][skillId]) }}
{{ shipName }} (Tier {{ tier.name }}) {{ frame.size }} {{ frame.name.toLowerCase() + (params.hasColonyShipFramework ? " (colony ship)" : "") + (params.hasSpaceStationFramework ? " (space station)" : "") }}
Speed {{ thrusters.speed + thrustersBooster.speed }} ({{ params.thrustersMaterialId }} thrusters) ; Maneuverability {{ frame.maneuverability }} (turn {{ turn }}); Drift {{ driftEngine.engineRating }}
AC {{ armorClass }}; TL {{ targetLock }}
HP {{ hp }}; DT {{ damageThreshold }}; CT {{ criticalThreshold }}
Ablative Armor {{ ablativeArmor.name }} (forward {{ params.ablativeArmorByPosition.forward }}, port {{ params.ablativeArmorByPosition.port }}, starboard {{ params.ablativeArmorByPosition.starboard }}, aft {{ params.ablativeArmorByPosition.aft }})
Shields {{ shields.name }} (forward {{ params.shieldsByPosition.forward }}, port {{ params.shieldsByPosition.port }}, starboard {{ params.shieldsByPosition.starboard }}, aft {{ params.shieldsByPosition.aft }})
Deflector Shield {{ deflectorShield.name }}; DV {{ deflectorShield.defenseValue }}/–
Reinforced Bulkheads {{ reinforcedBulkhead.name }}; Fortification {{ reinforcedBulkhead.fortification }}
Attack ({{ position.toTitleCase() }}) {{ weaponDescription }}
Power Core(s) {{ powerCoreDescription }}; Drift Engine {{ driftEngine.name }}; Systems ; Security {{ securityDescription }} ; Expansion Bays {{ expansionBaysDescription }} ; Fortified Hull {{ fortifiedHull.name }}
Modifiers {{ modifiersDescription }}; Complement {{ complement }}
Custom Components {{ customComponentsDescription }}
Build Points cost {{ totalBpCost }}, max {{ tier.bpBudget }} Power Core Units non-essential {{ totalPcuCost.essential + totalPcuCost.nonEssential }}, essential {{ totalPcuCost.essential }}, max {{ pcuBudget }}
Crew {{ roleDescription[roleId] }} {{ crewDescriptions[roleId] }}
VI {{ viCrewDescription }}
Concept
Copy JSON to clipboard Come back and work on your starship at a later date: copy and paste the JSON in the box below into a text file. When you're ready to resume, copy and paste it back in to the JSON box in the ‘Input’ section at the top of the page.