SCI-FI SHIP BUILDER | CRAWL:CORPSEC Shipyard

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Module Configuration (Base Hull)

Crew & Core Systems

Total human occupants on the ship. (Show Cost)

Affects Command Modules. (Show Cost)

Total non-officer crew. (Show Cost)

Each point adds 3 Hull. (Show Cost)

For long-distance travel. (Show Cost)

Food preparation facilities. (Show Cost)

Minimum 1 per 10 humans. (Show Cost)

Officer staterooms for long journeys. (Show Cost)

Non-private crew quarters (10 per module). (Show Cost)

Propulsion & Utility Systems

1
1 2 3 4 5 6 7 8 9 10

Sets Skip Drive cost (Triangular Number). (Show Cost)

Must be ≥ Skip Speed. (Show Cost)

Each weapon needs a mount. (Show Cost)

Minimum 1 per 10 crew. (Show Cost)

Advantage on checks. (Show Cost)

Each module adds 3 Hull. (Show Cost)

Cargo Holds cost 1 HP per 10 pallets. (Show Cost)

1
1 2 3 4 5 6 7 8 9 10

Heat management system. (Show Cost)

Required Systems & Operations (Affect Gross Hull)

1
1 2 3 4 5 6 7 8 9 10

Controls power generation capacity for shields, weapons, and propulsion systems.

1
1 2 3 4 5 6 7 8 9 10

Added to base Thruster requirement.

Fuel usage per day × total Thrusters.

Added to Minimum Fuel requirement.

Ship Weapons Arsenal

Configure your ship's loadout. Total weapons cannot exceed available mounts.

Total Weapons

0

Mounts

0 / 0

Max Heat

0

Vital Stats

Ship INT

0

Hit Points

0

Shield Points

0

Power Output

0

Maneuver

0

Heat Sink

0

Hull Calculations

Base Hull Points 0
Gross Hull Points (Final Cost) 0

Required Module Hull Costs

TOTAL REQUIRED COST 0 HP