The starship deck plan generator drafts the main deck of a small ship in one click, printed the way sci-fi sourcebooks print them: white linework on drafting blue, a grid of one-and-a-half-metre squares, and a title block with the ship's name, class and length. The bridge takes the nose, engineering and its reactor take the stern, a spine corridor runs between them, and every compartment off that corridor is labelled and furnished, from staterooms and a galley to the cargo bay, the medbay and the airlock.
How the ship is drafted
Each roll starts with the hull. The ship is between forty and forty-four metres long, symmetric about its centreline, with a body of constant width that tapers to a pointed nose and two or three drive nozzles off the stern. Some hulls flare slightly at the aft end where the drives sit. The grid runs underneath and through the hull, so distances read at a glance.
Inside, the layout follows the logic of a working ship. Engineering sits aft, where the drives are, with the reactor drawn as a spoked core. The bridge sits in the nose with its consoles arced toward the viewport and the captain's chair behind them. The length between is cut into compartments on both sides of the spine, two to four squares long each (cargo bays run longer), and each one gets a purpose. A typical ship has ten to thirteen compartments in all.
What's aboard
Staterooms are the most common compartment, because crews have to sleep somewhere. The rest come from a pool that never repeats on the same ship: galley, medbay, cargo bay, turret, armory, lab, lounge, low berths, fuel tankage and life support. Every ship has at least one airlock. Cargo gets a larger bay with crates drawn in, low berths show their row of cold-sleep pods, and the turret's barrel points out through the hull. Not every ship has every room, and that's the point. A ship with an armory and no medbay tells a different story from one with a lab, a lounge and low berths.
Using it at the table
A deck plan earns its keep the moment something happens aboard: a boarding action, a stowaway, a fire in engineering, a body in a stateroom. Players can see where the bridge is relative to the airlock, how long the run down the spine corridor takes, and which doors lie between the cargo bay and the reactor. Every square is one and a half metres, which suits Traveller and similar games directly, and converts easily to five-foot squares for d20 systems.
It's system-neutral: Traveller, Stars Without Number, Starfinder, Mothership, Coriolis, the Expanse RPG, or a homebrew setting all work, because the plan shows rooms and layout rather than any game's ship statistics. The caption under each plan adds a small story about the ship's crew, like a stuck inner airlock door or an armory somebody welded shut.
Free SVG and PNG downloads
Both formats are free for your games, streams, and campaign notes. The PNG is a 1920-pixel render that goes straight onto a VTT or a second screen. The SVG is the original vector file: open it in Inkscape, Affinity, or Figma to relabel compartments, add a second deck, mark where the boarders came through, or recolour it for a different faction. Everything on the plan is drawn by our own code, so there's no attribution to carry and no asset licence to read.
What it won't do
It drafts one deck of a small ship. It doesn't draw capital ships, multi-deck cutaways, or exterior hull art, and it doesn't give the ship game statistics. For a bigger vessel, roll several plans and stack them as decks; for the space it flies through, roll a system.
Name the ship, then crew it
The spaceship name generator writes the ship's history and draws this same plan beside its result, with the generated name in the title block. The robot name generator supplies the crew member who never leaves engineering, the alien race name generator tells you who's in the low berths, and the star system generator charts where the ship is headed.