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Starfinder RPG Ship Builder

Recent Updates: Changes to weapon BPs in line with Starfinder Core Rules, 3rd printing. Thanks Justin B! ().

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 ().

Supercolossal thanks to Patreon supporters:

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Sources

Input

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Or start building your ship from scratch

Step 0: Concept

Step 1: Tier

Build Point Budget: {{ tier.bpBudget }}; HP Increase: {{ tier.hpIncrease }}

Step 2: Frame

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 }}

Custom Frame

Weapon Mounts

{{ position.toTitleCase() }}
{{ frame.bpCost }}

Step 3: Power Core

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
Special Material:
PCU Budget {{ pcuBudget }}
{{ powerCoresBpCost }}

Step 4: Thrusters

Special Material:
Special Material:
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

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 }}

Armor

Special Material:
Bonus to AC {{ getPrefixedModifier(armor.bonusToAc) }}; Special {{ armorSpecial }}
{{ armorBpCost }}

Computer

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 }}

Crew Quarters

{{ crewQuarters.bpCost }}

Defensive Countermeasures

Special Material:
Bonus To TL {{ getPrefixedModifier(defensiveCountermeasures.defCMBonusToTl) }}
{{ defensiveCountermeasures.pcuCost }} {{ defensiveCountermeasuresBpCost }}

Drift Engine

Note: {{ driftEngine.notes }}
Engine Rating {{ driftEngine.engineRating }}
{{ driftEngineBpCost }}

Expansion Bays

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 }}

You cannot have more external expansion bays than expansion bay slots on the frame.

NOTE: Healing pods can only be installed on biomechanical ships.

{{ expansionBaysTotalPcuCost }} {{ expansionBaysTotalBpCost }}

Fortified Hull

Bonus To CT {{ fortifiedHull.bonusToCt }}
{{ fortifiedHull.bpCost }}

Reinforced Bulkhead

Fortification {{ reinforcedBulkhead.fortification }}
{{ reinforcedBulkhead.bpCost }}

Security

{{ antiHackingSystems.bpCost }}
{{ antiPersonnelWeaponBpCost }}
{{ biometricLocksBpCost }}

Computer Countermeasures

{{ 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 }}

Sensors

Special Material:
Range {{ sensors.range }}; Modifier {{ getPrefixedModifier(sensors.modifier) }}
{{ sensorsBpCost }}

Shields

Shield Type:

Shields by position:

Make sure your shields add up to {{ shields.totalSp }}!

Total SP {{ shields.totalSp }}; Regen. {{ shields.regen }}
{{ shields.pcuCost }} {{ shields.bpCost }}
Defense Value {{ deflectorShield.defenseValue }}/–; Bonus to AC +{{ deflectorShield.bonusToAc }}; Bonus to TL +{{ deflectorShield.bonusToTl }}
{{ deflectorShield.pcuCost }} {{ deflectorShield.bpCost }}

Weapons

FOR INFORMATION: {{ frame.weaponInfo }}.

Weapons Summary

{{ weaponsTotalCosts.weaponsPcu }} {{ weaponsTotalCosts.weaponsBp + weaponsTotalCosts.weaponMaterialsBp + weaponsTotalCosts.weaponMountsBp + weaponsTotalCosts.weaponLinksBp }} (weapons {{ weaponsTotalCosts.weaponsBp }} + materials {{ weaponsTotalCosts.weaponMaterialsBp }} + mounts {{ weaponsTotalCosts.weaponMountsBp }} + links {{ weaponsTotalCosts.weaponLinksBp }})

Other Systems

{{ 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 }}
{{ hiveJoiningBpCost }}
{{ params.hasPowersap ? sizeCategory.multiplier * 3 : 0 }}
{{ 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 }}
{{ vi.bpCost }}
Maximum Size {{ viHoloProjectorSize }}
{{ viHoloProjector.bpCost }}
{{ viSkillExpander.bpCost }}

Step 5a: Custom Components

{{ parseInt(customComponentPcuTotal.essential) + parseInt(customComponentPcuTotal.nonEssential) }} {{ parseInt(customComponentBpTotal) }}

Step 6: Crew

Complement {{ complement }} ({{ this.frame.minCrew }}–{{ this.frame.maxCrew }})

Output

{{ 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

JSON

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.