In the Star Wars roleplaying game, starships have a number of important game statistics.
For instance, all starships provide full cover for their occupants.
In addition, each ship's statistics include:
Craft: The ships
manufacturer, name, and model number.
Type: The ship's general
classification.
Length: How long the ship
is.
Scale: The ship's scale -
Starfighter or Capital. When the ship gets into combat, you use the Scale Charts to modify
any die rolls your ship makes against ships of a different scale.
Skill: The skill used to
operate the ship, followed by the specialization for its use.
Crew: The first listing
is the total crew for the ship under normal conditions. (A listing for "can
combine" is the number of people who can combine to perform an action. Each ship has
one prime person responsible for keeping control, running sensors, calculating hyperspace
jumps and the like. On smaller ships, one person may be responsible for all of these
duties, while on larger ships, one person maybe be in charge of each of these functions. While there
may be hundreds of support crew manning the machinery, whether the action succeeds comes
down to one character's
skill roll - hence the crew skill listing. The "can combine" is the number of
extra crew members who may be able to assist, such as when Chewbacca acts as co-pilot for
the Millennium Falcon.
Use the "Combined Action" rules in the chapter on "The Rules.")
The second number is the number of gunners; gunners are listed in addition to the normal crew
complement.
The final number is the "skeleton crew" listing: the first part of the listing
is the the normal crew
complement.
The final number is the "skeleton crew" listing: the first part of the listing
is the absolute minimum
number of crewmembers necessary to fly the ship, while the number after the slash is the
increase in difficulty for any actions with a skeleton crew. For example, if a listing is
"skeleton: 130/+10," that indicates that there must be a minimum of 130
crewmembers aboard to operate the vessel, and all crewmembers must add +10 to the
difficulty number for all maneuvering, movement, and shielding actions. This modifier does not apply to gunnery difficulties.
Crew Skill: Typical skill
codes for crewmembers trained for that job: starfighter pilots will have all the skills;
capital ship crewmen will just have the skill for the job that they have been trained in.
Co-pilots and assistants typically have -1D to each skill code.
Passengers: The number of
passengers and troops that may be carried(beyond the crew complement).
Cargo Capacity: This
indicates - either in metric tons or kilograms - the amount of cargo a ship can carry.
This refers to the cargo's mass only, not volume.
Consumables: A measure of
the ship's air, food, water, and fuel and how long it can travel before having to stop for
refueling and resupply.
Hyperdrive Multiplier:
This measures how quickly the ship travels in hyperspace.
Hyperdrive Backup: Some
ships have a backup hyperdrive for emergencies. This is a listing of the backup
hyperdrive's number.
Nav Computer:
"Yes" or "No." Ships with Nav computers may calculate hyperspace
journeys with their on-board computers. Ships without Nav computers require astromech
droids to calculate hyperspace journeys.
Maneuverability: The
ship's maneuverability die code when in outer space. Normally, the ship's maneuverability
is the same in an atmosphere. If the ship has a different maneuverability for atmospheric
travel, it will be listed in parentheses.
Space: How fast the ship
travels at sublight speeds in space. This speed is used in ship to ship combat.
Atmosphere: How fast the
ship travels in an atmosphere. The first number is its Move, the second number is its
all-out speed in kilometers per hour. If there is no "atmosphere" listing, the
ship cannot enter an atmosphere.
Hull: This is how tough
the hull of the ship is and how well the ship can withstand damage in combat.
Shields: The ship's
energy shields(particle shielding is part of the hull code).
Sensors: The different
sensor types and their abilities.
Weapon: The number and
types of weapons on the ship. Fire-linked means the weapons are linked and fire as one group. Otherwise, each
weapon may be fired separately.
Fire Arc: Front, left,
right, back, or turret. Turret weapons may fire in all four fire arcs.
Crew: The crew necessary
to man the weapon. If there is no crew listing, the weapon may be fired by the pilot. The
variable numbers are treated the same as the ship's crew.
Scale: The scale, if
different than the ship's scale.
Skill: The skill used to
fire the weapon.
Fire Control: Add these
dice whenever the gunner shoots to hit.
Space Range: Short,
medium, and long ranges in units.
Atmosphere Range: Short,
medium, and long ranges in an atmosphere or firing into an atmosphere from orbit.
Damage: This is the
weapon's damage.
Note: Most of the time,
not all of these stats will be necessary in the course of the game. In combat, only the
ship's scale, speed, maneuverability, hull code, weapons, shields, and in the case of
capital ships, crew codes are important.