Ship Design
This page is intended to be a primer for players designing their own ships. You can take a look at my own and other ships designs on the New Ships page.Regarding the SSD graphics files: I use Adobe Photoshop on the Macintosh to make my own SSD's, largely by cut-and-paste from other designs. There is no special program for this. Please feel free to use any of the designs as templates for your own design. The files are usually 800x1050 pixels. The small text is 10-pixel-height Geneva font, while the boldface is 12-pixel-height Geneva font. I do not have a font file for the ADB standard title font used. However, I do have a GIF file which collects a bunch of sample text in that font.
Note that the SSD's for my ships (John Kim) include all the Master Ship Chart data: including Year, Spare Shuttles, Docking Points, and Command Rating. The Explosion Strength is written into the last Excess Damage box.
Basic Design
- Pick a Move Cost / Size Class
The unofficial ``Hull Tot'' statistic for your ship is approximately the number of dead-space boxes on it. At base, it is the total of Forward, Aft, and Center Hull. You can add to this Cargo and Armor boxes, but only up to a maximum of 2x the amount of actual hull. Thus, if you have two hull and threeOnce you have decided on a Move Cost, this puts certain limits on what you can put on the ship. You need a certain amount of ``Hull'' (allowing for Cargo and Armor as noted above). This makes a limit on the number of internals you can have on your ship (i.e. total number of boxes not including shields or the Sensor/Scanner/DmgCntrl tracks). There is an absolute limit on the number of internals, and a limit
Class Move
CostSize
ClassMin `Hull' Max Internals Max Int/Hull Interceptor 1/6 5 ? () ?? () ? () Fast Patrol Ship 1/5 5 ? () ?? () ? () Police Ship 1/4 4 ? () ?? () ? () Frigate 1/3 4 5 (Rom SEA) 45 (Fed FFG) 9 (Lyr MP+) Destroyer 1/2 4 7 (Kli F5) ?? () ?? () War Cruiser 2/3 3 or 4 9 () 51 () ?? () Light Cruiser 3/4 3 ? () ?? () ?? () Heavy Cruiser 1 3 11 (Kli D7) 130 (Tho DN) ?? (Kli D7W) Dreadnaught 1.5 2 24 (Fed DN) 163 (Kzi DN) 6 (Kzi DN) Battleship 2 2 46 (Kzi BB) 250 (Kli B11) 5 (Kzi BB)
- Decide on a mission for the ship
Ships is not built just to look cool -- they have a role in the fleet. You should ask yourself what missions this ship is intended for. Does it operate in a fleet or by itself? Does it go on long-range missions, or is it usually defending territory? If you want your ship to have unusual new features, ask you why those are installed. What purpose do they serve?
- Analyze comparable ``official'' ships
Find the official ship of that race which most closely resembles your ship. Also look up similar ships from other races. Now break down each of these SSD's for key numbers: how many weapons of each kind, how much hull, how many total internals?
For this purpose, you may find it useful to consult the Ship Class Comparison tables that I have been compiling.
- How does your ship compare?
If your ship has more firepower and internals than all comparable ships, then you should probably shift it to a higher Move Cost. It is simply a larger ship.If your design has greater firepower while keeping the same internals and hull, then it is overgunned. Examples of overgunned ships include most LDR ships, WYN ships, and non-mauler ships vulnerable to weapons shock. Overgunned ships will have shock effects unless they are used only for defense of a small area where they can be constantly overhauled.
Assigning BPV
The main question is in how to assign BPV. Now, in many ways BPV is a false concept: equal BPV forces are not always a match for each other. For example, a certain drone-heavy fleet might be great against the Andromedans but lousy against an equal BPV force of Klingons. Further, the value of ships depends on what rules you are using. Plotted movement, leaky shields, and other options change the balance of ships.When designing my own unofficial ships, I have generally based them upon comparable existing ships. As such, I use as a first guess the ship modification rules from the Commander's (Third) Edition. These rules are by no means perfect, but they are reasonable based on what is there.
There are some known adjustments:
Adding Features:
- Shields are normally 1 point per 6 boxes, but are worth slightly less if they are unbalanced (i.e. weak rear shields). Klingon D6's and D7's lose a point or two for having glass rear shields (before refit).
- Point value is lowered by 8-15% if the ship has little or no long range weaponry (like some Kzinti and Hydrans).
- Rear arc weapons are usually worth around 50% of forward-firing weapons.
- Labs are on a sliding scale. Installing 2 labs when there were zero is worth much more than expanding from 6 to 8. It is not clear what this scale is.
- There is an unknown adjustment for excess power: power remaining when flying at a speed of 10 and operating all weapons at standard levels. The amount of this adjustment is unknown.
BPV Cost Feature Notes +15% Cloaking Device minimum cost 10 +3 DERFACS Module +3 Drone Control = 1xSENSOR from 0.5x +5 Drone Control = 2xSENSOR from 1x +5 UIM Adding Systems:
BPV Cost System BPV Cost System 2 APR 1 Damage Control 3 AWR 0.5 Hull 1.5 Armor 3 Impulse 1 Battery 1 Shuttle (added to bay) 1 Cargo 1 Transporter 3 Control Space (any) 4 Warp Adding Weapons:
BPV Cost Weapon Arc Notes 1.5 ADD-6 3 ADD-12 3 Disruptor (Rng-15 or less) 120 4 Disruptor (Rng-22) 120 5 Disruptor (Rng-30) 120 6 Disruptor (Rng-40) 120 4 Drone-A 5 Drone-B 5 Drone-C 10 Drone-D 6 Drone-E 3 Drone-F 6 Drone-G 8 ESG 2 Fusion Beam 120 3 Fusion Beam 180 8 Hellbore 120 2 Mine Rack 2 Phaser-1 120* Expanded Phaser Arc Costs:
180: 1.25X, 240: 1.5X
300: 1.75X, 360: 2X
1.5 Phaser-2 120* 1 Phaser-3 120* 3 Phaser-G 120* 4 Phaser-4 240 Bases Only 5 Photon Torpedo 120 4 Plasma-F 120 +2 for swivel mount 10 Plasma-G 120 +3 for swivel mount 15 Plasma-S 120 +3 for swivel mount 20 Plasma-R 120 20 PPD 120 15 SFG 120 6 Snare R/L +3 to refit from Web 10 Special Sensors 5pts is Economic-BPV-only 15 Web Caster 120 3 Web Generator
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John H. Kim <jhkim@fnal.gov> Last modified: Tue Jan 30 16:18:36 2001Star Fleet Battles, SFB, Federation & Empire, Star Fleet Missions, Prime Directive, and all contents thereof are copyright (C) 1990 by Amarillo Design Bureau. Second Edition copyright (c) 1994 by Amarillo Design Bureau. These games were produced under license from Franz Joseph Designs, authors of the STAR FLEET TECHNICAL MANUAL. Elements of the Star Fleet Universe are the property of Paramount Pictures Corporation and are used with their permission.
Amarillo Design Bureau (ADB) and Task Force Games (TFG) are NOT related in anyway with these Web pages; it is an undertaking and opinions of a private citizen (hence unofficial), and is not construed to be an official position of either companies. Ideas and information from the games are presented without permission.