Star Wars d6 Ship Organizer

Here we have another Vehicle Design System for Star Wars – in this case from Anthony and Harvey, two of the players who have their own take on the subject, building somewhat from Editorial0’s version with their own notions.

Star Wars D6 Vehicle Construction Organizer

There are two items that determine what a ship can hold, Power Consumption and Hull Space (HS). So the first question to ask yourself is the style of ship that you wish to purchase/build. This will determine the amount of HS you will be working with to add all the accessories you can cram into the vehicle.

The following table is a basic reference guide for various objects found in Star Wars.

Size Reference Object(s)
(1) Human, Speeder Bike
(2-3) Speeders
(4-5) AT-ST walker, Truck, A-Wing, Tie
(6-7) AT-AT, Star Fighter, Light Freighter, Heavy Tank
(8-9) Patrol Ship, Cruiser
(10-11) Heavy Freighter, Frigate
(12-14) Battleship
(15-17) Battle Plate
(18-19) Super Star Destroyer
(20-23) Major Asteroid
(24) Death Star I
(25) Death Star II
(26-30) Planet
(31-33) Gas Giant
(34-36) Star

Along with the size of your vehicle, there is the quality which you are purchasing, i.e. how much your ship is capable of before you have to start paying more for the extras. The quality of the vehicle you purchase greatly affects what you can do with it. A cheaper vehicle has less power, and the hull is not as responsive to modifications. Conversely, a better vehicle has more power and the hull is constructed with greater sturdiness.

A “Brand Spanking New” vehicle will generally be at the Good Quality. Now to see the start numbers for the vehicle you wish to have:

Quality Start Power Start HS
Junker 75 80*Size
Cheap 100 90*Size
Average 125 100*Size
Good 150 110*Size
Excellent 175 120*Size

There is one level above Excellent, however, this is only achievable via two paths. 1) You sink character points into the vehicle (this is the most common but more costly).


2) You and your ship have achieved great prestige and are well known throughout the galaxy. This achievement allows you to push your vehicle even farther, thus the ability to perform the needed deeds to become a Legend!

Legendary 200 150*Size

Junkers are the cheapest vehicles you can buy and rightly so, seeing as most have seen rough and abusive use or only barely survived an armed conflict. An Excellent vehicle is much more sturdy and more energy efficient, but costs several times more to purchase. As stated before, a Legendary grade vehicle is never purchasable with cash, it can only be created by your character putting the time and effort into creating the legend.

Additional reference stats for determining various abilities:

Size Modifier (M) Base Hull (BH)
1-3 2 2
4-5 4 3
6-7 6 4
8-10 9 5
11-14 12 6
15-? 24 10

NOTE: Modifier (M) and Base Hull (BH) are listed in die equivalencies.

Base Maneuverability is derived from your vehicle’s size as follows:

Size Initial Maneuverability
1 4D
2-3 3D
4-5 2D
6-7 1D
8-10 0D
11-14 -1D
15+ -3D

Section I (Power & Consumption):

With these size and quality ratings in mind we can now start the process of designing your ship.

Our next step is to decide on how many items will be supported by your ships reactor. So let us start with the power systems of the vehicle.


The first step is to decide on how much power your reactor is going to produce. Most vehicles are designed to include a Standard reactor, this is where your start power comes from. Just as with ships your reactor has several quality ratings.

Quality Power HS Cost
Cheap -2M +2BH
Standard 0 0
Enhanced 2M -2BH
Good 5M -4BH
Excellent 8M -6BH
Amazing 14M -8BH

NOTE: If you finish designing your vehicle and find you have plenty of HS left and not enough power, you may always purchase a second reactor (if you have the cash). However, since you have already placed the wiring for powering your ship the HS cost of the additional reactor of equal or lesser quality is ½ the original cost of that grade. The higher Quality reactor MUST always be the first one purchased and Cheap may never be purchased if you go with more than 1 reactor. Limit 1 extra reactor 2 BH. As you can see the better the reactor the less overall space it needs, however cost for such reactors is somewhat exponential as the materials needed to make it are rarer and harder to get in large supply.


Next we determine the Life Support rating of your vehicle. There are several options here, each step up builds on a previous step. The following chart details those options.

Life Support Power Cost Description
Open Air 0 The wind in your hair and sun on your face.
A beautiful ride so long as the weather is
nice. There is nothing here to protect you
from the elements.
Unsealed 10 A minimal elemental protection, maybe
even a convertible. Any dangers other than
temperature will go right on through.
Sea Worthy 20 This level of protection allows the vehicle
to travel over or land on water without
worry of sinking. It also protects the
passengers and vehicle from the spray and
corrosion of water. Most hover vehicles do
not worry about this, unless they plan to
land on the water.
Pressurized 20 Does not include Sea Worthy. This offers
enhanced protection from the elements and
keeps the cabin in a comfortable range
regardless of the exterior conditions. Offers
protection from atmospheric toxins such as
gases, and minimal protection from small
arms fire.
Space Worthy 30 Includes Pressurized. A vehicle with this
level of support can travel through space
without worry of common natural space
dangers. Also includes enough atmosphere
for a reasonable amount of passengers.
Lack of pressure is not an issue for a
vehicle equipped with this.
Submersible 30 Includes both Pressurized and Sea Worthy.
A vehicle with this support level allows for
travel under and through water without
worry of the crushing pressures, down to
Vehicle Size in kilometers. Includes internal
atmospheric controls.
Space &
40 Power &
30 HS
To have a vehicle that is both Space Worthy
and Submersible it will cost a grand total of
40 power and 30 HS to ensure that there is
adequate plating to sustain increased
differential pressures.


Next there is the Communication system of the vehicle. Why is this at this point? It, like Life Support, has a standard energy drain, there is no scaling to the power consumption. The communication classes are as follows:

Comm Range Power Cost HS Cost
Common 0 0
System 20 2
Sector 40 6
Galactic 60 18

Now we start getting into the Power hogs of vehicles. Maneuverability, Engines, Weapon Systems, Targeting, Hyperdrives, and Shields all use immense amounts of power to use.


The start maneuverability numbers can be increased by pumping more power into the propulsion systems. The extra maneuverability scales much like character skills except that it’s cost is 5 for the initial “+1” for installing the power grid and then an extra +1 per each die past the first, as the grid has to be reinforced to handle the increased power supply. The following table demonstrates the first 3D worth of bonus maneuverability.

Maneuverability Power Cost
+1 5
+2 6
+1D 7
+1D +1 9
+1D+2 11
+2D 13
+2D +1 16
+2D +2 19
+3D 22

Next we will take a look at the engines. This determines how fast your vehicle will travel at sublight speeds. But of course the faster you wish to go the larger your engines will have to be. The following table lists the move rate for the various ship sizes in space with a comparison to approximate Atmospheric Movement for each level of Space Movement:

Atmospheric Move Space Move Power Cost HS Cost
0-26 1 1 0
27-99 2 2 M
100-150 3 4 2*M
151-200 4 6 3*M
201-250 5 9 4*M
251-300 6 13 5*M
301-350 7 17 6*M
351-400 8 22 8*M
401-450 9 27 10*M
451-480 10 33 12*M
481-520 11 39 14*M

Vehicles which can only operate in Atmosphere (or under water) work a bit differently. Take the engine rating chosen above. Multiply it by ten minus the Base Hull Number. If this would reduce the vehicle to 0 Move, it’s too much to fit in an atmosphere in the first place.

Example: The vehicle was purchased at 5 move and is a size range 6-7. Atmospheric Move = Base Move * [10-BH]5 * [10-4]?5 * 6 = 30 Atmospheric Move. Atmospheric Move and Space Move work on different scales. Space Vehicles calculate their atmospheric Move with this table from page 113 of Star Wars Role-playing Game 2nd Edition revised. The following table is a copy of the one from page 113:

Move kph (max) Move kph (max) Move kph (max)
3 10 55 160 225 650
5 15 70 200 260 750
7 20 80 230 280 800
8 25 90 260 295 850
10 30 105 300 330 950
14 40 115 330 350 1000
18 50 125 360 365 1050
21 60 140 400 400 1150
25 70 150 430 415 1200
26 75 160 460 435 1250
28 80 175 500 450 1300
30 90 185 530 470 1350
35 100 195 560 485 1400
45 130 210 600 505 1450

Final NOTE on movement: Armor has an effect on your Move and Maneuverability. Keep this in mind when you design this part.


This brings us to the major portion of the vehicle’s power consumption, Energy Weapons! What you will be purchasing here is the Base Damage of Each Attack, NOT the number of weapons. In other words, this is the Number of Attacks your vehicle has each turn. The number of weapons your vehicle will have is covered in the Aesthetics section.

Remember that this step involves purchasing how many attacks your ship gets, not how many weapons are esthetically on the ship; the cosmetic appearance doesn’t matter. The following chart details the amount of damage you get from the power you put into the system.

Damage Power
1D 2
1D +1 4
1D+2 6
2D 8
2D +1 11
2D +2 14
3D 17
3D+1 21
3D+2 25
4D 29
4D+1 34
4D+2 39
5D 44
5D+1 50
5D+2 56
6D 62

NOTE: If buying a Tractor Beam weapon add 3D to damage. As a side note, it would be suggested that when considering Tractor Beam damage it should be used versus Engine size as strength. Every “wound” received would move you closer to capture.

Additionally Gravity Well Projectors or such type weapons have to be bought at the 6D cost due to the power required to disrupt Hyperspace.

As an additional bonus you can purchase “Batteries” for your attacks. These allow you to go above the 6D limit in damage, up to a max of 11D, however they are limited to vehicles at size 8 and up due to the amount of power stored in them. The bonus to this is that once purchased the bonus applies to almost all energy weapons. Limit 1 per ship.

Damage Power
+1 3
+2 6
1D 9
1D +1 13
1D+2 17
2D 21
2D +1 26
2D +2 31
3D 36
3D+1 42
3D+2 48
4D 54
4D+1 61
4D+2 68
5D 75

NOTE: Does not apply to Ion or Tractor Beam type weapons.


Weapon systems cannot be considered to be complete without a targeting system. The basic targeting system starts at -1D due to the ranges, jammers, and moving targets in vehicular combat. With the aid of programs or droid brains it is possible to improve the chance to hit the desired target. Just as with Energy Damage this is purchased per attack, NOT per weapon.

Fire Control Power
-1D 0
-2 1
-1 2
0 3
+1 4
+2 5
1D 6
1D +1 8
1D+2 10
2D 12
2D +1 15
2D +2 18
3D 21
3D+1 25
3D+2 29
4D 33
4D +1 38
4D +2 43
5D 48
5D+1 54
5D+2 60
6D 66


And now we have arrived at the apex of travel modes in Star Wars, the Hyperdrive! If your ship is a space worthy ship then it is assumed that the ship was built with the capability to have Hyperdrive. With a few exceptions this is true and thus there is no Hull Space penalty for a Hyperdrive and more efficient Hyperdrives are only that way because they are made of better materials, not that necessarily that they are larger or smaller.

Multiplier Power
x15 3
x10 5
x5 7
x4 10
x3 13
x2.5 17
x2 21
x1.5 26
x1 31
x.90 37
x.75 43
x.60 50
x.45 57
x.30 65
x.20 73
x.10 81


Now we have reached the best defensive item of vehicles, Shields! Unlike Hull rating, shields must be deliberately placed at each attack angle: Bow, Aft, Port and Starboard. Each sector covers a three-dimensional arc, so only four angles are needed. Some alien species divide their shield space differently, but the end result is the same. Ships may purchase Ray shields, which are good against Energy Weapons, and Concussion shields, which are strong against physical impacts, Missiles, Torpedoes, Projectiles, etc.

Many smaller starships and fighter craft carry a combination shield, which protects against both. However, such shields are less effective, acting at 1D6 less than the numerical rating bought. Shields of 1D are normal for most fighters with shields. Even Large Capital vehicles rarely go above 3D. Generally only top of the line military vessels buy 4D and only Titanic vehicles and Planets have the space to buy the 6D or higher rating. The following table details Power costs for Shields:

Shield Strength








1D +1






2D +1


2D +2










4D +1


4D +2











Most vehicles have some sort of sensors, but some rely on the Driver’s awareness through open portals while others have sensors specifically designed to keep the vehicle out of danger. There are four levels to sensor packages, Passive, Scan, Search, and Focus. Each level has a range and die bonus for the user, generally denoted as Range/Bonus. The range is the amount of “Space Units” that the sensors can detect (see the movement table from I-D for equivalent atmospheric range). The basic Sensor package gives you 80 points to spend between Passive, Scan, and Search modes, with a starting 1 point in Focus mode. It also grants a total of 0/1/2/3 die of bonus for the sensor skill. Most ships divide the Basic package as; Passive (15/0D), Scan (25/1D), Search (40/2D), and Focus (1/3D). While the range is increased by pumping more power into the systems, the bonus die increases by having better readouts and sensors. The following tables list the costs for increasing sensor effectiveness:

Range Power
80 0
120 5
135 10
150 15
165 20
180 26
195 32
210 38
225 46
240 54
255 62
280 73
315 84
350 95
385 110
420 125
455 140
490 160
525 180
570 200

NOTE: When dividing the numbers up into the component parts Passive is always the Lowest (aside from Focus) and Search is always the highest. No two can have the same number and Passive cannot be allocated less than 10.

Focus Power
2 5
3 10
4 15
5 20
6 30
7 40
8 55
9 75
10 90


Bonus Die HS
+1 5
+2 10
1D 15
1D+1 30
1D+2 45
2D 60
2D+1 80
2D+2 100
3D 120

NOTE: The bonus die start at 3D for focus and then have 1D removed for each step down. For a complete understanding of how Sensor function please see page 120 of the Star Wars D6 2nd Edition Revised Rulebook.

Section II (Hull and Consumption):

With most of the Power allocated now, we can start on the items that actively use the Hull Space (HS). This section deals with the various items that use HS but are not always on a ship, such as Projectile weapons, Hidden Compartments, Repair Bay, Medical Bay, Docking & Cargo, Armor, Food Stores, Back up Hyperdrives, and Reserve Shields.


Our first item will be the Ammo type weapons. This includes Missiles, Torpedoes, Bombs, Mines, Harpoons, and miscellaneous Projectiles. Since the damage that these weapons deliver varies so much depending on the type of warhead attached, we will not be dealing with the damage they deal. Instead we will focus on the number of reloads your ship can handle before it
has to be reloaded. As a reminder, just as with Energy weapons in section I-E, you are buying reloading capacity per attack not per weapon.

As a side note, your ammo weapons are not interchangeable. If you buy reloads for a Torpedo launcher you cannot then stock it with missiles, unless you have the Torpedo launcher removed and a Missile launcher installed. The following table details the HS cost per reload of the chosen ammo type:

Type HS Cost Notes # Shots/Reload
Missiles 2 Full damage against Fighter craft, -1D6 damage against other types of
vehicles. 1D3 turns before impact.
Projectile 1 Concussion Shields lose 1D6 power
when hit by these, does not damage
the vehicle until shields are removed.
Torpedo 4 Full targeting against Capital Class
ships, -2D6 Fire Control against other
types of vehicles. 1D3 turns before
Mine 6 Cost is per Mine not per reload here.
These can be placed anytime, even
during battle, however there is no Fire
Control for this weapon. Once placed
you have no control of where it goes
or when it goes off.
Bombs 8 Once launched they will “fall”
towards the largest mass in vicinity,
which is why they are rarely used
outside of an orbit. Since bombs can
be deployed via opening a bay door
and unloading, cost here is for
number of rounds until payload has
been fully deployed. There are no
reloads until resupplied.
Harpoon 1 Great for tripping Walkers or
anchoring to another vehicle, not so
great for damage. Most commonly
used by Bounty Hunters and Pirates
to keep their pray from escaping, the
Harpoon is highly adaptable and
easily changed. Each reload comes
with 500 meters of Tow Cable. If a
Tow Cable is Attached the damage
from the Harpoon is 0.
With Cable 1No Cable 1D6

NOTE: The Cost here includes your first attack with that weapon type.The cost to reload any attack is the same as above, however if you wish to have more than one attack the following table details that cost and some customization of your self-propelled weapons:

Type Extra Attack Extra Damage Extra Shots/Reload (1D6
Missiles 4 4 2
Projectile 3 2 1
Torpedo 6 5 4
Mine NA 10 NA
Bombs 10 12 5
Harpoon 3 2 2

NOTE: Harpoons can be upgraded in damage or cable length, every additional Extra Damage bought will give 500m of cable. The amount of Extra Damage is dependent on two things here, 1)  The amount of money you are willing to spend, and 2) GM discretion.

Notice here that there is no Power cost to projectile weapons since they are self propelled. However they still need programming and targeting, see Section I-F for Fire Controls.


One of the key components for any smuggler or bounty hunter is the Secret Compartments. Even if you are not a participant in such activities, it is still a nice idea to have a couple of small compartments for hiding items that the local authorities believe are contraband. But to really fool the authorities the compartment needs to look and feel as if it is just another section of paneling. The following table details the costs associated with Hidden Compartments:

Size HS Cost Power per 1D of Hide
Small (Foot Locker) 1 2
Medium (Human Size) 2 4
Large (Half Bath Size) 4 6
XL (Full Room) 16 specific, 8 converted 8 / 10

NOTE: XL compartments can be bought as Hidden only (16) or Passenger Compartment Convertible (8). The added power cost for the Convertible is to hide the power signatures of the livable compartment’s amenities. The starting difficulty to find a Hidden Compartment is 15. The Power cost adds 1D difficulty to find the compartment when searching due to the incorporation of power conduits through the opening hatch. There is a limit of +4D to all but the XL size which has a limit of +6D but the starting difficulty to find an XL compartment starts at 10.


Repair Bays are often found on freighters and larger ships. Depending on what your ship will be doing and how long it will tend to be out of dock, you could stock up on anything from droids to replacement parts. The following table details the initial cost to include various sizes of repair capabilities, the cost to improve them, and a short description:

Repair Bays Install Upgrade Description
Work Shop 6 4 More material to work with or better
Spare Parts 12 6 More parts to work with
Fabricating 24 10 More scrap material to manipulate
Complete Repair 48 14 Manual libraries and the ability to
upgrade on the fly
Droids 2/droid 1/droid/option Better Equipped or Programmed

NOTE: Every step up in Bay size includes the previous size’s items and one upgrade. The exception is the Droid option here, which effectively stands alone. Droids are also bought at only 2 or 3 or 4 each depending on how they are upgraded if at all, and they do not have to all be upgraded the same amount.

Generally anything smaller than a freighter only carries droids for emergency repairs. Freighters and small Capital ships might go as high as a Fabricating Bay, however they will not be able to do incorporate Complete Repair Bays. Large Capital ships may have a Complete Repair Bay, and Titanic vessels may even have more than one.


Next up is the Medical Bay! Even the smallest of vehicles at least have a First Aid kit on board. The larger the ship the more elaborate and complete the Medical Suite becomes. The following table details the initial cost and upgrade costs as well as a description of abilities:

Medical Suite Install Upgrade Description
First Aid Kits 2/BHin Kits 2 Each upgrade – kits better stocked
but bulkier
First Aid Station 4 2 Extra Beds, Extra Droids, etc.
Informatory 6 4 More Beds, More Droids, Privacy
Screens, etc.
Bacta Tanks 10 6 Start 3 tanks per Suite, upgrade to
3 per, etc
Surgical Suite 14 10 Includes all medical suite options
above + staff

Fighter craft and smaller can never have more than just Kits on them. Bacta Tanks and Surgical Suites generally are only installed on Capital class and larger vehicles., but bounty hunters, adventurers, and other characters with violent lifestyles may put them into smaller vessels.


Bays are options on Capital Class and up ONLY. Bays and Crew Quarters are the main reason that ships in Star Wars scale exponentially and therefore they also work slightly differently than other items that use HS points. In the case of Docking Bays a vehicle may never dock another vehicle inside that has a Base Hull (BH) plus Size equal to or higher than its Size. Each purchase here gives you a number of slots to use to dock or store items. Those slots are then used up by the BH of the ship(s) that are docked. The following table details the costs for Bays and a description of upgrades:

Bay Type HS/2Min slots Upgrade Description
Star Fighter 40 25 Power Add auto launch or retrieval options
Docking 40 10 HS Upgrade to convertible space in Cargo Bays
Cargo 5 10 HS5 Power Add cranes, conveyers, warehouse supplies,

NOTE: 1) Once you buy the Docking upgrade may also pay the upgrade cost of the Cargo bay and gain that upgrade in the Docking bay. 2) A Cargo bay may never be upgraded to a Docking bay, Cargo bays just do not have the room for the facilities needed handle anything larger than a supply shuttle. 3) The purchasing price for a Cargo bay gives you 10*10M in Max metric tons of
cargo capacity, but generally does not handle much more than the 10M. 4) A converted Docking bay gives you 50M in Max tonnage. But for every Ton of cargo you will lose 2 Slots of Docking capacity (cannot fall below zero) because of the equipment to move and store the cargo.


Now we come to the Second line of defense for many vehicles, Armor! Armor is a very interesting area of the ships exterior hull. Please note exterior there, which means that it does not actually cost all that much Hull wise to install. That stated, please keep in mind that Armor rapidly adds mass to a vehicle and mass tends to make a vehicle a bit sluggish to respond.

Armor Strength




1D +1






2D +1


2D +2










4D +1


4D +2










NOTE: For every 1D in armor your vehicle will receive a -1 Maneuverability and -1 Space Movement. So at 3D Armor you have -1D Maneuverability and -3 Movement penalties.


Any long trip, be it across country, planet, or galaxy requires that a supply of nutrition be at hand. For you vehicle you will be adding a Food Stores area that contains said supply of bodily fuel. Every upgrade in Food Supply gives you better food.

Food Stores HS/2 weeks Upgrade
1 1

NOTE: Upgrades apply to only one week of food, not the entire Store. To upgrade the entire Store it would cost 2HS/week. Additionally if your vehicle will not have a full week of store, you can use spare Quarter Points (See Section III-F).


There are two things that you never want to happen. One is get stuck in the middle of nothingness without a Hyperdrive to get you home, and two get stuck in a fire fight and have your shields fail. Here we address both of these events by supplying the option of Hyperdrive Backups and Shield Reserves! The reason these are in the Hull Space expenditure part is because you have already spent the power for each of these via the Power supply to the original objects. For the case of the Hyperdrive you are just buying the space to store your spare, albeit weaker, Hyperdrive and for the Shield you are buying the space to install capacitors that can discharge and reenergize your shields. Unfortunately you do have to run all those power cables to both locations in the case of the Hyperdrive, so the better the drive the larger the cable to it for backup.

Multiplier HS
x15 5*M
x10 7*M
x5 9*M
x4 11*M
x3 13*M
x2.5 15*M
x2 17*M
x1.5 20*M
x1 23*M
x.90 26*M
x.75 30*M
x.60 34*M
x.45 38*M
x.30 43*M
x.20 48*M
x.10 53*M


Reserve HS
1D 5
1D+1 7
1D+2 9
2D 11
2D+1 13
2D+2 15
3D 17
3D+1 20
3D+2 23
4D 26
4D+1 30
4D+2 34
5D 38
5D+1 43
5D+2 48
6D 53

Section III (Aesthetics and Extras):

This section covers the Extra options that you can place on your vehicle, functional or not, and the Aesthetic feel of it. Covered here are the Extras; Central Droid Command, Landing Gear, Cafeterias, Cloaking, and Ship Security. Also covered are the Aesthetic items of your vehicle; Crew/Passenger/Prisoner Quarters, Actual Number of Weapons, Escape Pods, and Miscellaneous Appearance Items.


A Central Droid Command has not seen massive use since the Clone Wars. Via use of a Comm system this device enables you to control an army of droids. The major bonus for this is that all droids receive a +2 bonus on all skill and attribute rolls due to the number of droids focused on the task, however this leaves a -2 penalty for initiative due to waiting on commands.

Central Droid
Power HS Cost Upgrade Description
50 50 5 Power The initial unit can control around 500 droids, upgrades add 250 to this number without slowing down the processing abilities of the unit or droids.


Many vehicles have Landing Gear but often this is left out of the description or planning and are just added in afterwards. But here we have the option of incorporating said Gear into your vehicle from the start. You might be wondering why do we need to incorporate this? Well if your vehicle can travel planet side and land, it would look funny if you were asked if you had landing gear and you had to answer no. So to keep this interesting here are some added features that you can give your Landing Gear.

Landing Gear HS Cost Description
Standard 0 Access pads and flat ground
Clawed 2 Additional access to cliffs and unsteady ground
Pontoon 2 Additional access to water (need not be
Anchor Point 4 So long as there is room your ship can land and
hold itself there
Special 1-4 Insert your Description here!


Another often overlooked component of vehicle’s is the Cafeteria. Anything larger than a Fighter or Skiff will have some sort of food preparation area. Depending on your tastes you can have somewhat elaborate dining areas. Capital ships have to have at least 1 Dining area.

Cafeterias HS Cost Upgrade (each) Description
Mini Bar 2 2 Fridge & light snacks, upgrade for
better food
Kitchenette 4 2 Small cooking area, upgrade staff &
Dinning 8 4 Complete Cooking, upgrade quality
& space
Mess Hall 16 10 Cap. Class up, see above for


Cloaking Devices sound like they are a really good idea, but there are some issues with using them. One issue is that a cloaking device that works great in space is virtually useless in atmosphere and vice versa. Another is that if a device is truly affective at hiding your vehicles signature from others the odds are also great that you will be hiding them (and any obstacles in your path) from yourself as well. But if you are really gung-ho about having one, or just want to keep people from passively noticing you they can be really handy at times.

Cloak Bonus Power Description
2D 25 Great for passing through a crowd unnoticed
4D 50 Was that a ripple in the sky?
6D 75 If they don’t know you are there they will never see you
8D 100 Good luck finding you

NOTE: Dual systems cost and extra 10/20/30/40 to compensate for the differences in needs from Space to Atmosphere.


Ever lay awake at night worrying that your ship will be boarded? Well fear not, with Automated Ship Security you know you will be warned before they ever get to you. Ship Security provides defense bonuses during boarding attempts.

Ship Security Power
+1 5
+2 10
1D 15
1D+1 20
Every +1 +5 cost

NOTE: This can be upgraded, 15 Power & 2 HS per remotely operated Blaster Turret


First item in the Aesthetics department will be the Personnel Quarters. Quarters are the other half of the reason vehicles scale exponentially and like with Bays they work a bit differently than everything else.The first question here is how many people does it take to operate your vehicle? Next, how what are the max passengers you are expecting to carry? Finally, how many Prisoners do you expect to take on at one time? Once you have these three numbers, Crew, Passenger, and Prisoners you can start to get an idea for how large your vehicle will end up truly being. Like with Bay in Section II, Quarters will use the Modifier (M) number from your vehicle size. Cabin size ratings put Passengers at top with the most spacious rooms, followed by Crew, and then finally Prisoners.

Living Slots Typical Size Passenger Crew Prisoners HS Cost anycombo
A* (2) 2 1 1 0 0
B (4) 4 2 2 0 M
C (80) 7 10 60 10 2M
D (10,500) 10 400 10,000 100 3M
E (61,000) 12 10,000 50,000 1,000 5M
F (105,000) 14 25,000 75,000 5,000 8M
G (168,000) 15+ 50,000 113,000 5,000 12M

NOTE: Listed here are suggested divisions of rooms, however you can divvy the space up as you please. If you do not use all the Living slots granted you can always say the rest is taken up by extra crew storage space, or game rooms, or lost to high ranking officers requiring larger rooms, etc. This is all about the feel of your vehicle after all.

* Can only be purchased by Size 1 or 2 vehicles and can only be purchased once.

Now there are several types of Quarters that can be used to fill in the Aesthetic portion of this:

Type Living Slot Cost
Ride 0
Spartan 1
Ordinary 2
Luxurious 5

NOTE: Food stores for short usage can be bought at 2 Days to 1 Living Slot.


As stated before, you buy attacks and not necessarily the weapons. Now we get to the part where you get your weapon totals. This is interesting because you could feasibly have lots of weapons, look really impressive and only have 1 attack. In this case loss of a weapon would not mean loss of an attack. Earlier you bought the number of attacks your vehicle could use, that determines the number of different weapon styles your ship can have. If you have two attacks you can have say a Quad Laser grouping and a Missile Launcher grouping, however if you only had one attack you would only be able to have either the Quad Laser or Missile Launcher groupings not both.

Either way you only have one attack per weapon group. By purchasing your attack(s) earlier you get your vehicles Size in weapons, and if your vehicle is a Capitol Class (Size 8) or larger then it may have up to 10 base weapons per attack. This does not mean you have to have the max number of weapons, remember this is about making your vehicle’s description feel real. The following table details the price to increase the amount of weapons your vehicle has per attack:

Max Weapons (Size <8) Max Weapons (Size 8) HS Cost
Size 10/Attack 0
2*Size 20/Attack 5/Attack
4*Size 40/Attack 10/Attack
6*Size 60/Attack 15/Attack

Titanic Vehicles get an additional two options for their weapons:

NA +5M/Attack 20/Attack
NA +10M/Attack 30/Attack

NOTE: The two Titanic (Size 15+) choices here are in addition to the initial 10 per attack.

A final thought here, you might want to consider giving each weapon a Firing Arc. This aids you in envisioning vehicular battles. It can also give you a particular area that your vehicle is best defended or weakest at. This is purely an aesthetic feel, but if you want your vehicle to be able to shoot only at things in front of you it would be a good idea to list that at construction. Common Firing Arc directions are Bow, Aft, Port, Starboard, and Turret (360 degree plane, 180 degree dome). However unconventional vehicle designs may also include Top, Bottom, or any designation that fits your particular design.


The most often overlooked item on a vehicle is the Escape Pod. Most vehicles are designed with enough to let everyone escape, usually 2-4 in a pod. But you can opt for having no Escape Pods on your ship. Since this is an option and ships are usually built with them anyways the grand total to have pods is M in HS Cost. These can be anywhere from Ejector Seats to the actual Pods on the side of the hull. More elaborate pods cost 2M instead (they are after all just lifeboats until rescue). But if you wish to have a single massive pod for your Grand General, it will cost HS equal to M*BH of the size of the Escape Yacht.


Finally we reach the conclusion of this explanation. The last thing to keep in mind when you are building your Vehicle are its special and unique markings. This can be anywhere from blaster scoring to racing stripes. Just remember to give your vehicle its own flare, it is your special creation and – like your character – has its own quarks and personality.


3 Responses

  1. My only comment is that it may be more complicated than needed. In fact, this looks a lot my original draft (though with much, much better organization and format). But I dropped some concepts, and turned Hull Space into passenger slots, to keep things simple and straightforward.

    Of course, we’ve had vehicle combat all of once so it hardly matters for this game.

  2. […] d6 Ship Organizer: Alternate rules written by the players of Ben Therus and Jacob […]

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