Starship Building Quick Reference
Last Updated: 2026-01-22
Quick reference for starship construction. For full rules, see:
- Starship Combat (Section: Starship Construction)
- Additional Starship Rules (Squadron Rules)
- Starship Catalog (Complete component lists)
Build Points (BP)
Starships are built using Build Points (BP). A party's BP pool is determined by their Average Party Level (APL).
BP Budget by Level
| Level | BP | Level | BP | Level | BP | Level | BP |
|---|---|---|---|---|---|---|---|
| 1 | 60 | 6 | 125 | 11 | 210 | 16 | 380 |
| 2 | 70 | 7 | 145 | 12 | 240 | 17 | 430 |
| 3 | 80 | 8 | 165 | 13 | 270 | 18 | 490 |
| 4 | 95 | 9 | 180 | 14 | 300 | 19 | 560 |
| 5 | 110 | 10 | 195 | 15 | 340 | 20 | 650 |
Key Points:
- BP is an abstract budget that increases automatically when the party levels up
- A party can split BP among multiple ships (see Squadron Rules below)
- All party ships are considered the same level regardless of individual BP spent
Building Steps
Follow this order when constructing a starship:
| Step | Component | Limit | Key Consideration |
|---|---|---|---|
| 1 | Frame | 1 | Determines size, base stats, available mounts and bays |
| 2 | Power Core | 1 | Must fit ship size; total PCU limits other components |
| 3 | Thrusters | 1 | Must fit ship size; affects speed and maneuverability |
| 4 | Armor | 1 | Optional; higher marks penalize TL |
| 5 | Countermeasures | 1 | Optional; improves Target Lock defense |
| 6 | Shields | 1 | Optional; provides SP buffer before hull damage |
| 7 | Sensors | 1 | Determines scan range and bonus |
| 8 | Weapons | Varies | Must fit available mount types |
| 9 | Expansion Bays | Varies | Cannot exceed frame's EX slots |
Component Lists: See COMPILED_STARSHIP_CATALOG.md for all available options.
Understanding Component Stats
Frame Statistics
| Column | Meaning |
|---|---|
| Size | T=Tiny, S=Small, M=Medium, L=Large, H=Huge, G=Gargantuan, C=Colossal, Sc=Supercolossal |
| Mod | Item bonus/penalty to Flight checks |
| HP / HP+ | Base hull points / HP gained per level after 1st |
| DT | Damage Threshold (reduces incoming hull damage) |
| AC / TL | Base Armor Class / Target Lock bonuses |
| Mounts | Available weapon mounts (MA=Manipulator, P=Pack, L=Light, H=Heavy, C=Capital) |
| EX | Expansion bay slots |
Power Core Statistics
| Column | Meaning |
|---|---|
| PCU | Power Core Units - total power budget for weapons and systems |
| Regen | PCU regenerated each round |
| Size | Ship sizes this core can be installed in |
Weapon Mount Types
| Mount | Can Install | Added BP Cost |
|---|---|---|
| Manipulator Arm (MA) | Melee only | 2 |
| Pack (P) | Light tracking | 3 |
| Light (L) | Light weapons | 4 |
| Heavy (H) | Light or Heavy | 8 |
| Capital (C) | Light, Heavy, or Capital | 15 |
| Spinal (SM) | Spinal weapons only | 25 |
Squadron Rules
When a party wants multiple ships instead of one larger ship, use squadron rules.
Squadron Tier Calculation
Squadron Tier = (Average Party Level - 1) ÷ Number of Ships (round down, minimum 1)
| Party Level | 2 Ships | 3 Ships | 4 Ships |
|---|---|---|---|
| 3 | Tier 1 | Tier 1 | Tier 1 |
| 5 | Tier 2 | Tier 1 | Tier 1 |
| 7 | Tier 3 | Tier 2 | Tier 1 |
| 10 | Tier 4 | Tier 3 | Tier 2 |
| 15 | Tier 7 | Tier 4 | Tier 3 |
| 20 | Tier 9 | Tier 6 | Tier 4 |
Squadron Composition Rules
- All ships in a squadron must be the same tier
- Ships can be different frames within the same size category
- Total BP is shared among all squadron ships
- Single Captain commands the entire squadron from the "command ship"
Squadron Pilot Stunts
| Stunt | DC | Effect on Success |
|---|---|---|
| Escort | Level DC of ally | Ally gains +2 AC/TL until your next turn |
| Flank | Level DC of enemy | Ally gains +2 gunnery vs target |
| Intercept | DC 15 + weapon speed | Tracking weapon takes -4 to hit |
| Formation Flying | DC 15 | All squadron ships gain +1 AC |
Squadron Destruction
When a squadron ship is destroyed:
- Crew takes 1d6 × enemy ship level damage
- Reflex Save (Level DC of attacker)
- Critical Success: No damage, safely eject
- Success: Half damage, safely eject
- Failure: Full damage, eject into space
- Critical Failure: Double damage, trapped in wreckage
Full Squadron Rules: See Additional_Starship_Rules_SF2E.md for complete pilot stunt details and armada rules.
Quick Calculation Checklist
When building, verify:
- Frame fits party's intended role (combat vs cargo vs speed)
- Power Core fits ship size requirement
- Total PCU usage ≤ Power Core PCU
- Thrusters fit ship size requirement
- Weapons fit available mount slots (check mount types)
- Expansion bays ≤ frame's EX slots
- Total BP ≤ level budget
- Minimum crew requirement can be met
Common Build Patterns
Combat Ship
Frame with good mounts → High PCU core → Fast thrusters → Armor + Countermeasures → Medium shields → Weapons first, bays second
Freighter/Explorer
Frame with high EX → Adequate core → Standard thrusters → Light defenses → Expansion bays (cargo, labs, medical) → Minimal weapons
Squadron Fighter
Tiny frame → Smallest viable core → Fast thrusters → Light shields → Single weapon mount → No expansion bays
For combat rules, see STARSHIP-COMBAT-QUICK-REFERENCE.mdFor complete component lists, see COMPILED_STARSHIP_CATALOG.md
