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Thread: Colonial Battlestar Resurrected Series Spacedock version

  1. #1

    Colonial Battlestar Resurrected Series Spacedock version

    Here is the Battlestar Galactica spacedock notes are at the end for building vessels similar to this. Let me know what you think.

    I will be putting up the Vipers and Cylon ships.

    Dave is constructing a Battlestar Galactica RPG Adventure for our group. It will be taking place on a version of the Galactica.

    Colonial Battlestar Resurrected Series
    Class and Type: Columbia-class Battlestar
    Commissioning Date:

    Hull Systems
    Size: 11
    Length: 1414.76 meters (estimated)
    Beams: 535.9 meters (FTL configuration 342.97 meters)
    Height: 187.08 meters
    Decks: 46
    Mass: 9,000,000 metric tons
    SU's Available: 4000
    SU's Used: 3136

    Hull Outer <44>
    Hull Inner <44>
    Resistance Outer Hull: 10 <12>
    Resistance Inner Hull: 10 <12>
    Ablative Armor: 1500 <300>

    Structural Integrity field [1 power/10 Protection/round]
    Main: Class 1 (Protection 40/60) <23>
    Backup: Class 1 (Protection 20) <12>
    Backup: Class 1 (Protection 20) <12>

    PERSONNEL SYSTEMS
    Crew/Passengers/Evac: 1200/240/10,000

    Crew Quarters
    Barracks: Houses 600 crewmembers <10>
    Spartan: 200 <10>
    Basic: 450 <45>

    Environmental Systems
    Basic Life Support [12 Power/round] <44>
    Reserve Life Support [6 Power/round] <22>
    Emergency Life Support (66 emergency shelters) <22>
    Gravity [6 Power/round] <11>
    Consumable: 1 years worth <11>

    Food Stores only [0 power/round] <2>
    Manufacturing Facilities: 2 Large Machine Shops [4 power/round] <6>
    Medical Facilities: 2 (+1) [2 Power/round] <10>
    Recreation Facilities: 1 [2 Power/round] <8>
    Personal Transport: Jefferies tubes [2 Power/round] <11>
    Fire Suppression System [1 Power/round when active] <11>
    Cargo hold: 900,000 cubic meters <27>
    Locations: 90 large bays and smaller bays

    Escape Pods none

    Escape Pods (if any) <14>
    Number: 260
    Capacity: 8 persons per pod

    Propulsion Systems
    Faster Than Light Drive (Coaxial Warp Drive Variant) [110 power/jump/round] <220>
    Impulse Engine Type: 5 Class 1 (.25c/.5c) [2/5 Power/round] <5 (x 5 = 25)>
    Location: Aft
    Reaction Control System (.025c) [2 Power/ round when in use] <11>

    Power Systems
    Fusion Reactors: (generates 300 Power/round) <130>
    Locations:
    Impulse Engine[s]: 5 Class 1 (generate 8 power/engine/round)
    Auxiliary Power: 8 reactors (generate 5 Power/reactor/round) <24>
    Emergency Power: Type F (generates 50 Power/round) <50>
    EPS: Standard Power flow, +100 Power transfer/round <65>
    Standard Usable Power:

    Operations systems
    Bridge: CIC (Command and Control) <55>

    4 Computers Core: (Pre Duetronic Systems) [1 Power/round] <6 (x 4 = 24)>
    ODN <33>

    Navigational Deflector [5 Power/round] <44>
    Range: 10/20,000/50,000/150,000
    Accuracy: 5/6/8/11
    Location: forward

    Sensor Systems
    Long-range Sensors [5 Power/round] <12>
    Range package: Mark III (Accuracy 4/5/8/11)
    High Resolution: 3 Light-years (0.3/0.4 - 0.8/0.9 - 1.8/1.9 - 3.0)
    Low Resolution: 8 Light-years (1.0/1.1 - 3.0/3.1 - 6.0/6.1 - 8.0)
    Strength Package: Class 3 (strength 3)
    Gain Package: Standard
    Coverage: Standard

    Lateral Sensors [5 Power/round] <6>
    Strength Package: Class 3 (strength 3)
    Gain Package: Standard
    Coverage: Standard

    Navigational Sensors: [5 Power/round] <6>
    Strength Package: Class 3 (strength 3)
    Gain Package: Standard
    Probes: 100 <10>
    Sensor Skill: 4

    Flight Control Systems
    Autopilot: None

    Navigational Computer
    Main: Class 1 (+0) [0 Power/round] <0>
    Backups: 2 <0>

    Inertial Damping Field
    Main <88>
    Strength: 10 [3 Power/round]
    Number: 4
    Backup <22>
    Strength: 7 [2 Power/round]
    Number: 4
    Attitude Control [3 Power/round] <3>

    Communications Systems
    Type: Type I interplanetary Radio [3 Power/round] <1>
    Strength: 1
    Security: -0
    Emergency Communications: [2 Power/round] <1>

    Security Systems Rating: 1 <4>
    Anti-Intruder System: None
    Bulkhead doors [0 Power] <11>

    Science Systems Rating: 1 (+0) [1 Power/round] <16>
    Specialized Systems: None
    Laboratories: 6 <2>

    Tactical Systems
    31 Close-in-weapons (Small rail guns) <4 (x 31 = 126)>
    Type: I
    Damage: 10 [1 Power]
    Number of Emitters: (up to 2 shots per round)
    Targeting Systems: Class zero Accuracy 6/7/9/12
    Range: 4/6/8/12
    Location: 31 locations providing coverage all around the ship.
    Firing arc: 360 degrees
    Firing Modes: Rapid fire only

    Medium Rail gun <7 (x 24 = 168)>
    Type VI
    Damage: 6 [6 Power]
    Number of Emitters: (up to 2 shots per round)
    Targeting Systems: Class zero Accuracy 6/7/9/12
    Range: 8/12/16/24
    Location: 4 forward, 2 Port, 2 Starbaord, 8 Dorsal, 8 ventral
    Firing arc: 540 degrees
    Firing Modes: Salvo
    Rail gun control <11>

    Missile Launcher <9>
    Standard Load: Nuclear Missiles Mark I (120 damage)
    Spread: 1
    Range: 15/300,000/1,000,000/3,500,000
    Targeting Systems: Class zero Accuracy 6/7/9/12
    Power: [20 + 5 per torpedo fired]
    Location: Dorsal
    Firing Arc: dorsal, but self-guided
    Missiles carried: 40 <4>
    Missile control room <11>

    TA/T/TS: Class Zero [0 Power/round] <3>
    Strength: 6
    Bonus: +0
    Weapon Skill: 4

    Auxiliary Spacecraft systems (flight Pods) <1248>
    2 Flight Deck Port/Starboard Capacity 60 size worth of ships <120 (x 2 =240)>
    2 Hanger deck: Capacity for 75 size worth of ships <160 (x 2 = 320)>
    2 Recovery Deck: Capacity for 60 size worth of ships <120 (x 2 = 240)>
    6 elavators: 3 per pod: Capacity for holding 4 size worth of ships [2 power/round] <8 (x 6 = 48)>
    40 Launch tubes for size 1 worth of fighters each tube (20 per pod) <5 (x 20 = 100 (x 2 = 200)>
    2 Launch tube holding bay Capacity for 50 size worth of ships <100 (x 2 = 200)>

    BSG Tech
    Manufacturing
    Large Machine Shops
    SU’s Cost: 3 per large shops
    Power: 2 power round
    Ships of the colonial fleet use a series of machine shop to generate equipment and tool that the Colonial Battlestar’s need to maintain the ship. These shops can manufacture one combat ready viper in three months form minerals and metals gathered from an asteroid fields.

    Small Shops
    SU’s Cost: 1 x size
    Power: 1 x size
    Colonial ships need small items such as Ammunition and parts for the fighter and even uniforms for the crew. Most of the older Battlestars have their small shops geared to the production of the ammunition for the fighters.

    Faster Than Light Drive (Coaxial Warp Drive Variant) [size x 1 power/jump/round] <SU’s cost size x 1>
    FTL drives are capable of folding space and sling shooting the ship from one location and arriving at another location. An FTL jump takes one round of play. For every five minutes of calculating the FTL jump provides plus one bonus. Difficulty starts at 20 for a blind jump. Flight pods must be retracted for the jump costing six rounds.
    The longest jump for the FTL drive is 50 light-years minimum

    Fusion Reactors: For a rule of thumb I used this formula for the fusion reactors for power that generates 2 power per 1 SU of cost.

    Rail gun technology
    Rail gun’s use electromagnetic coils to fire the devastating projectile through the vacuum of space. Each rail gun cost 1 SU per 10 damage.

    Auxiliary Flight deck can be found on this sight where I don’t remember.

  2. #2
    Here is the two Vipers and Cylon Raider

    Battlestar Galactica’s Viper
    Class and Type: Viper Mark II / Viper Mark VII
    Commissioning Date: Unknown

    Hull Systems
    Size: 1
    Length: 6 meters
    Beams: 4 meters
    Height: 2 meters
    Decks: 1
    Mass: 2 metric tons
    SUs Available: 325
    SUs Used: 107

    Hull Outer <4>
    Hull Inner <4>
    Resistance Outer Hull: 2 <0>
    Resistance Inner Hull: 2 <0>

    Structural Integrity field [1 power/10 Protection/round]
    Main: Class 1 (Protection 40/60) <13>
    Backup: Class 1 (Protection 20) <7>
    Backup: Class 1 (Protection 20) <7>
    Specialized hull: Atmospheric Capability <1> Planetfall Capability <1>

    PERSONNEL SYSTEMS
    Crew/Passengers/Evac: 1/0/0

    Environmental Systems
    Basic Life Support [1 Power/round] <4>
    Reserve Life Support [1 Power/round] <2>
    Consumable: 72 Hours worth <1>
    Medical Facilities: Med kits only
    Personal Transport: Jefferies tubes [0 Power/round] <1>
    Fire Suppression System [1 Power/round when active] <1>

    Cargo hold: 2 cubic meters <1>
    Locations: Aft of cockpit (can be used as passenger area as well)
    Escape Pods <1>
    Number: 1
    Capacity: 4 persons per pod (Cockpit ejects from fighter body)

    Propulsion Systems
    Impulse Engine Type: 3 Class 3A (.5c/.75c) [5/7 Power/round] <18>
    Location:
    Reaction Control System (.025c) [2 Power/ round when in use] <1>

    Power Systems
    Locations: Aft of amidship
    Impulse Engine[s]: 3 Class 3A (generate 28 power/engine/round)
    Auxiliary Power: 1 reactors (generate 5 Power/reactor/round) <3>
    Emergency Power: Type A (generates 25 Power/round) <25>
    EPS: Standard Power flow, +50 Power transfer/round <10>
    Standard Usable Power: 178

    Operations systems
    Computers 1 Core (Pre-duetronic): [1 Power/round] <2>
    ODN <3>

    Navigational Deflector [Power/round] <>
    Range: 10/20,000/50,000/150,000
    Accuracy: 5/6/8/11
    Location: Forward

    Sensor Systems
    Long-range Sensors -- None

    Lateral Sensors [5 Power/round] <16>
    Strength Package: Class 5 (strength 5)
    Gain Package: Class Beta (+2)
    Coverage: Standard

    Navigational Sensors: [Power/round] <>
    Strength Package: Class 5 (strength 5)
    Gain Package: Class Beta (+2)
    Sensor Skill: 3

    Flight Control Systems
    Autopilot: Shipboard systems (flight control) 1, Coordination 1 [1 Power/round in use] <4>

    Navigational Computer
    Main: Class 1(+0) [0 Power/round] <0>

    Inertial Damping Field
    Main <2>
    Strength: 10 [3 Power/round]
    Number: 1
    Backup <1>
    Strength: 7 [2 Power/round]
    Number: 1
    Attitude Control [1 Power/round] <1>

    Communications Systems
    Type: Class 1 [2 Power/round] <2>
    Strength: 1
    Security: - 0

    Security Systems Rating: 1 <4>
    Anti-Intruder System: Yes [1 Power/round] <1>

    Tactical Systems
    2 anti-fighter Railguns <4 (x 2 =8)>
    Type: 1
    Damage: 20 [4 Power]
    Number of Emitters: (up to 2 shots per round)
    Targeting Systems: Class Alpha Accuracy 5/6/8/11
    Range: 10/30,000/100,000/300,000
    Location: Forward
    Firing arc: fixed
    Firing Modes: Standard

    Missile/Torpedo Launcher <7>
    Standard Load: Standard Anti-ship Missile (100 damage)
    Nova Bomb (see notes for damage)
    Spread: 4
    Range: 15/300,000/1,000,000/3,500,000
    Targeting Systems: Class Beta Accuracy 4/5/7/10
    Power: [20 + 5 per torpedo fired]
    Location: See Notes
    Firing Arc: See Notes, but are self-guided
    Torpedoes carried: 4 <1>

    TA/T/TS: Class alpha [0 Power/round] <6>
    Strength: 7
    Bonus: +0
    Weapon Skill: 3



    Cylon Raider
    Class and Type:Unknown
    Commissioning Date: Unknown

    Hull Systems
    Size: 1
    Length: 4 meters
    Beams: 3 meters
    Height: 1.5 meters
    Decks: 1
    Mass: 2 metric tons
    SUs Available: 325
    SUs Used: 305

    Hull Outer <4>
    Hull Inner <4>
    Resistance Outer Hull: 2 <0>
    Resistance Inner Hull: 2 <0>

    Structural Integrity field [1 power/10 Protection/round]
    Main: Class 1 (Protection 40/60) <13>
    Backup: Class 1 (Protection 20) <7>
    Backup: Class 1 (Protection 20) <7>
    Specialized hull: Atmospheric Capability <1> Planetfall Capability <1>

    PERSONNEL SYSTEMS
    Crew/Passengers/Evac: 1/0/0

    Environmental Systems
    Basic Life Support [1 Power/round] <4>
    Reserve Life Support [1 Power/round] <2>
    Consumable: 72 Hours worth <1>
    Personal Transport: Jefferies tubes [0 Power/round] <1>
    Fire Suppression System [1 Power/round when active] <1>

    Propulsion Systems
    FTL Drive (Coaxial Warp Drive) Type 1 [40 power/round] <75>
    Impulse Engine Type: 2 Class 3A (.5c/.75c) [5/7 Power/round] <36>
    Location:
    Reaction Control System (.025c) [2 Power/ round when in use] <1>

    Power Systems
    Fussion Reactor Class (generates 60 power/round) <30>
    Locations: Aft of amidship
    Impulse Engine[s]: 3 Class 3A (generate 28 power/engine/round)
    Auxiliary Power: 1 reactors (generate 5 Power/reactor/round) <3>
    Emergency Power: Type A (generates 25 Power/round) <25>
    EPS: Standard Power flow, +50 Power transfer/round <10>
    Standard Usable Power: 178

    Operations systems
    Computers 1 Core (Bio-neural): [7 Power/round] <3>
    ODN <3>

    AI Attributes: Intellect 3 [5] Logic +1
    Skill: Computer (own systems) 3 (4)

    Advantages:
    Multi-tasking (+2)

    Navigational Deflector [5 Power/round] <4>
    Range: 10/20,000/50,000/150,000
    Accuracy: 5/6/8/11
    Location: Forward

    Sensor Systems
    Long-range Sensors -- None

    Lateral Sensors [5 Power/round] <16>
    Strength Package: Class 5 (strength 5)
    Gain Package: Class Beta (+2)
    Coverage: Standard

    Navigational Sensors: [5 Power/round] <15>
    Strength Package: Class 5 (strength 5)
    Gain Package: Class Beta (+2)
    Sensor Skill: 3

    Flight Control Systems
    Autopilot: Shipboard systems (flight control) 1, Coordination 1 [1 Power/round in use] <4>

    Navigational Computer
    Main: Class 1(+0) [0 Power/round] <0>

    Inertial Damping Field
    Main <2>
    Strength: 10 [3 Power/round]
    Number: 1
    Backup <1>
    Strength: 7 [2 Power/round]
    Number: 1
    Attitude Control [1 Power/round] <1>

    Security Systems Rating: 1 <4>

    Tactical Systems
    2 anti-fighter Railguns <4 (x 2 =8)>
    Type: 1
    Damage: 20 [2 Power]
    Number of Emitters: (up to 2 shots per round)
    Targeting Systems: Class Alpha Accuracy 5/6/8/11
    Range: 10/30,000/100,000/300,000
    Location: Forward
    Firing arc: fixed
    Firing Modes: Standard

    Missile/Torpedo Launcher <7>
    Standard Load: Standard Anti-ship Missile (100 damage)
    Nova Bomb (see notes for damage)
    Spread: 4
    Range: 15/300,000/1,000,000/3,500,000
    Targeting Systems: Class Beta Accuracy 4/5/7/10
    Power: [20 + 5 per torpedo fired]
    Location: See Notes
    Firing Arc: See Notes, but are self-guided
    Torpedoes carried: 4 <1>

    TA/T/TS: Class Beta [1 Power/round] <9>
    Strength: 8
    Bonus: +1
    Weapon Skill: 3

  3. #3
    The Pegasus didn't come out like I wanted but it still kicks butt.

    Colonial Battlestar Pegasus Resurrected Series
    Class and Type: Mercury-class Battlestar
    Commissioning Date:

    Hull Systems
    Size: 12
    Length: 1,850m meters (estimated)
    Beams: 745m meters
    Height: 335m meters
    Decks: 46
    Mass: 9,000,000 metric tons
    SU's Available: 3,800
    SU's Used: 3,640

    Hull Outer <48>
    Hull Inner <48>
    Resistance Outer Hull: 10 <12>
    Resistance Inner Hull: 10 <12>
    Ablative Armor: 1500 <300>

    Structural Integrity field [1 power/10 Protection/round]
    Main: Class 1 (Protection 40/60) <24>
    Backup: Class 1 (Protection 20) <12>
    Backup: Class 1 (Protection 20) <12>

    PERSONNEL SYSTEMS
    Crew/Passengers/Evac: 1000/330/10,000
    Crew Quarters
    Barracks: Houses 480 crewmembers <8>
    Spartan: 200 <10>
    Basic: 450 <45>

    Environmental Systems
    Basic Life Support [12 Power/round] <48>
    Reserve Life Support [6 Power/round] <24>
    Emergency Life Support (72 emergency shelters) <24>
    Gravity [6 Power/round] <12>
    Consumable: 1 years worth <12>
    Food Stores only [0 power/round] <2>
    Manufacturing Facilities: 8 Large Machine Shops [4 power/round] <24>
    Medical Facilities: 2 (+1) [2 Power/round] <10>
    Recreation Facilities: 1 [2 Power/round] <8>
    Personal Transport: Jefferies tubes [2 Power/round] <12>
    Fire Suppression System [1 Power/round when active] <12>
    Cargo hold: 1,000,000 cubic meters <30>
    Locations: 90 large bays and smaller bays

    Propulsion Systems
    Faster Than Light Drive (Coaxial Warp Drive Variant) [120 power/jump/round] <240>
    Impulse Engine Type: 6 Class 1 (.25c/.5c) [2/5 Power/round] <5 (x 6 = 30)>
    Location: Aft
    Reaction Control System (.025c) [2 Power/ round when in use] <12>

    Power Systems
    Fusion Reactors: (generates 350 Power/round) <175>
    Locations:
    Impulse Engine[s]: 6 Class 1 (generate 8 power/engine/round)
    Auxiliary Power: 8 reactors (generate 5 Power/reactor/round) <24>
    Emergency Power: Type F (generates 50 Power/round) <50>
    EPS: Standard Power flow, +100 Power transfer/round <70>
    Standard Usable Power:

    Operations systems
    Bridge: CIC (Command and Control) <55>

    4 Computers Core: (Pre Duetronic Systems) [1 Power/round] <6 (x 4 = 24)>
    ODN <36>

    Navigational Deflector [5 Power/round] <48>
    Range: 10/20,000/50,000/150,000
    Accuracy: 5/6/8/11
    Location: forward

    Sensor Systems
    Long-range Sensors [5 Power/round] <12>
    Range package: Mark III (Accuracy 4/5/8/11)
    High Resolution: 3 Light-years (0.3/0.4 - 0.8/0.9 - 1.8/1.9 - 3.0)
    Low Resolution: 8 Light-years (1.0/1.1 - 3.0/3.1 - 6.0/6.1 - 8.0)
    Strength Package: Class 3 (strength 3)
    Gain Package: Standard
    Coverage: Standard

    Lateral Sensors [5 Power/round] <6>
    Strength Package: Class 3 (strength 3)
    Gain Package: Standard
    Coverage: Standard

    Navigational Sensors: [5 Power/round] <6>
    Strength Package: Class 3 (strength 3)
    Gain Package: Standard
    Probes: 100 <10>
    Sensor Skill: 4

    Flight Control Systems
    Autopilot: None

    Navigational Computer
    Main: Class 1 (+0) [0 Power/round] <0>
    Backups: 2 <0>

    Inertial Damping Field
    Main <96>
    Strength: 10 [3 Power/round]
    Number: 4
    Backup <24>
    Strength: 7 [2 Power/round]
    Number: 4
    Attitude Control [3 Power/round] <3>

    Communications Systems
    Type: Type I interplanetary Radio [3 Power/round] <1>
    Strength: 1
    Security: -0
    Emergency Communications: [2 Power/round] <1>

    Security Systems Rating: 1 <4>
    Anti-Intruder System: None
    Bulkhead doors [0 Power] <11>

    Science Systems Rating: 1 (+0) [1 Power/round] <17>
    Specialized Systems: None
    Laboratories: 6 <2>

    Tactical Systems
    37 Close-in-weapons (Small rail guns) <4 (x 37 = 148)>
    Type: I
    Damage: 10 [1 Power]
    Number of Emitters: (up to 2 shots per round)
    Targeting Systems: Class zero Accuracy 6/7/9/12
    Range: 4/6/8/12
    Location: 37 locations providing coverage all around the ship.
    Firing arc: 360 degrees
    Firing Modes: Rapid fire only

    Medium Rail gun <7 (x 28 = 196)>
    Type VI
    Damage: 6 [6 Power]
    Number of Emitters: (up to 2 shots per round)
    Targeting Systems: Class zero Accuracy 6/7/9/12
    Range: 8/12/16/24
    Location: 4 forward, 4 Port, 4 Starbaord, 8 Dorsal, 8 ventral
    Firing arc: 540 degrees
    Firing Modes: Salvo
    Rail gun control <12>

    Missile Launcher <9>
    Standard Load: Nuclear Missiles Mark I (120 damage)
    Spread: 2
    Range: 15/300,000/1,000,000/3,500,000
    Targeting Systems: Class zero Accuracy 6/7/9/12
    Power: [20 + 5 per torpedo fired]
    Location: Dorsal
    Firing Arc: dorsal, but self-guided
    Missiles carried: 60 <6>
    Missile control room <12>

    TA/T/TS: Class Zero [0 Power/round] <3>
    Strength: 6
    Bonus: +0
    Weapon Skill: 4

    Auxiliary Spacecraft systems (flight Pods) <1564>
    2 Flight Deck Port/Starboard Capacity 90 size worth of ships <180 (x 2 =360)>
    2 Hanger decks: Capacity for 90 size worth of ships <190 (x 2 = 380)>
    2 Recovery Deck: Capacity for 90 size worth of ships <180 (x 2 = 360)>
    8 elavators: 4 per pod: Capacity for holding 4 size worth of ships [2 power/round] <8 (x 8 = 64)>
    40 Launch tubes for size 1 worth of fighters each tube (20 per pod) <5 (x 20 = 100 (x 2 = 200)>
    2 Launch tube holding bay Capacity for 50 size worth of ships <100 (x 2 = 200)>

  4. #4
    The Cylon baseship needs to have more fighters somewhere around three hundred but could not get them to fit right.

    Cylon Base ship Resurrected Series
    Class and Type:
    Commissioning Date:

    Hull Systems
    Size: 12
    Length: 1500 meters (estimated)
    Beams: 885 meters
    Height: 450 meters
    Decks: 46
    Mass: 9,000,000 metric tons
    SU's Available: 4,000
    SU's Used: 3892

    Hull Outer <48>
    Hull Inner <48>
    Resistance Outer Hull: 10 <12>
    Resistance Inner Hull: 10 <12>
    Ablative Armor: 1000 <300>

    Structural Integrity field [1 power/10 Protection/round]
    Main: Class 2 (Protection 50/80) <27>
    Backup: Class 2 (Protection 25) <14>
    Backup: Class 2 (Protection 25) <14>

    PERSONNEL SYSTEMS
    Crew/Passengers/Evac: 300/2000/10,000
    Crew Quarters
    Spartain: 40 <2>

    Environmental Systems
    Basic Life Support [5 Power/round] <48>
    Reserve Life Support [3 Power/round] <24>
    Emergency Life Support (72 emergency shelters) <24>
    Gravity [6 Power/round] <12>
    Consumable: 2 years worth <24>
    Food Stores only [0 power/round] <2>
    Manufacturing Facilities: 6 Large Machine Shops [2 power/round] <18>
    Medical Facilities: 2 (+1) [2 Power/round] <10>
    Recreation Facilities: 1 [2 Power/round] <8>
    Personal Transport: Jefferies tubes [2 Power/round] <12>
    Fire Suppression System [1 Power/round when active] <12>
    Cargo hold: 300,000 cubic meters <9>
    Locations: 90 large bays and smaller bays

    Propulsion Systems
    Faster Than Light Drive (Coaxial Warp Drive Variant) [120 power/jump/round] <240>
    Impulse Engine Type: 6 Class 1 (.25c/.5c) [2/5 Power/round] <5 (x 6 = 30)>
    Location: Aft
    Reaction Control System (.025c) [2 Power/ round when in use] <12>

    Power Systems
    Fusion Reactors: (generates 500 Power/round) <250>
    Locations:
    Impulse Engine[s]: 6 Class 1 (generate 8 power/engine/round)
    Auxiliary Power: 8 reactors (generate 5 Power/reactor/round) <24>
    Emergency Power: Type F (generates 50 Power/round) <50>
    EPS: Standard Power flow, +100 Power transfer/round <70>
    Standard Usable Power:

    Operations systems
    Bridge: CIC (Command and Control) <55>

    1 Computers Core: (Bio-neural) [7 Power/round] <36>
    ODN <36>

    AI
    Attributes:
    Intellect 3 [5]
    Logic +1

    Navigational Deflector [5 Power/round] <48>
    Range: 10/20,000/50,000/150,000
    Accuracy: 5/6/8/11
    Location: forward

    Sensor Systems
    Long-range Sensors [5 Power/round] <12>
    Range package: Mark III (Accuracy 4/5/8/11)
    High Resolution: 3 Light-years (0.3/0.4 - 0.8/0.9 - 1.8/1.9 - 3.0)
    Low Resolution: 8 Light-years (1.0/1.1 - 3.0/3.1 - 6.0/6.1 - 8.0)
    Strength Package: Class 3 (strength 3)
    Gain Package: Standard
    Coverage: Standard

    Lateral Sensors [5 Power/round] <6>
    Strength Package: Class 3 (strength 3)
    Gain Package: Standard
    Coverage: Standard

    Navigational Sensors: [5 Power/round] <6>
    Strength Package: Class 3 (strength 3)
    Gain Package: Standard
    Probes: 100 <10>
    Sensor Skill: 4

    Flight Control Systems
    Autopilot: Shipboard systems (flight control) 4, Coordination 3 [1 Power/round in use] <15>

    Navigational Computer
    Main: Class 1 (+0) [0 Power/round] <0>
    Backups: 2 <0>

    Inertial Damping Field
    Main <96>
    Strength: 10 [3 Power/round]
    Number: 4
    Backup <24>
    Strength: 7 [2 Power/round]
    Number: 4
    Attitude Control [3 Power/round] <3>

    Communications Systems
    Type: Type I interplanetary Radio [3 Power/round] <1>
    Strength: 1
    Security: -0
    Emergency Communications: [2 Power/round] <1>

    Security Systems Rating: 2 <8>
    Anti-Intruder System: None
    Bulkhead doors [0 Power] <11>

    Science Systems Rating: 1 (+0) [1 Power/round] <17>
    Specialized Systems: None
    Laboratories: 6 <2>

    Tactical Systems
    36 Close-in-weapons (Small rail guns) <4 (x 36 = 144)>
    Type: I
    Damage: 10 [1 Power]
    Number of Emitters: (up to 2 shots per round)
    Targeting Systems: Class zero Accuracy 6/7/9/12
    Range: 4/6/8/12
    Location: 37 locations providing coverage all around the ship.
    Firing arc: 360 degrees
    Firing Modes: Rapid fire only

    Medium Rail gun <7 (x 28 = 196)>
    Type VI
    Damage: 6 [6 Power]
    Number of Emitters: (up to 2 shots per round)
    Targeting Systems: Class zero Accuracy 6/7/9/12
    Range: 8/12/16/24
    Location: 4 forward, 4 Port, 4 Starbaord, 8 Dorsal, 8 ventral
    Firing arc: 540 degrees
    Firing Modes: Salvo
    Rail gun control <12>

    2 Missile Launcher <9 (x2=18)>
    Standard Load: Nuclear Missiles Mark I (120 damage)
    Spread: 2
    Range: 15/300,000/1,000,000/3,500,000
    Targeting Systems: Class zero Accuracy 6/7/9/12
    Power: [20 + 5 per torpedo fired]
    Location: Dorsal
    Firing Arc: dorsal, but self-guided
    Missiles carried: 100 <10>
    Missile control room <12>

    TA/T/TS: Class Zero [0 Power/round] <3>
    Strength: 6
    Bonus: +0
    Weapon Skill: 4

    Auxiliary Spacecraft systems (flight Pods) <3948>
    3 Flight Deck Port/Starboard Capacity 50 size worth of ships <100 (x 3 =300)>
    3 Hanger decks: Capacity for 50 size worth of ships <100 (x 3 = 300)>
    3 Recovery Deck: Capacity for 50 size worth of ships <100 (x 3 = 300)>
    6 elavators: 2 per bay: Capacity for holding 4 size worth of ships [2 power/round] <8 (x 6 = 48)>
    3 - 50 Launch tubes for size 1 worth of fighters each tube <(5 x 20 = 100 (x 3 = 750)>
    3 Launch tube holding bay Capacity for 50 size worth of ships <100 (x 3 = 300)>

    The Colonial Raptor to come when I finish tweeking it.

  5. #5
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    Although, this isn't a spacedock question . . . are you going to be running this new campaign in the ST Universe . . . like a cross over . . . or run a BSG game using ICON?

    DeviantArt Slacker MAL Support US Servicemembers
    "The Federation needs men like you, doctor. Men of conscience. Men of principle. Men who can sleep at night... You're also the reason Section Thirty-one exists -- someone has to protect men like you from a universe that doesn't share your sense of right and wrong." Sloan, Section Thirty-One

  6. #6
    This will be a Battlestar Galactica RPG using Icon as its base. There is plenty of tweeking of rules to generate it for our group. We were going to waite for the BSG Corebooks that are coming out but they have been belayed yet again.

    In test the these versions of the vessels hold up pretty well in combat not so well for the travel distace. That is where we have to play loose and fast with them.

    Unshielded fighters are nearly naked when it comes to combat meaning a pilot is nearly dead from the moment he is launched. Fighters are good against only other fighters and shuttles and smaller transport vessels. Against a battle star a kenetic autocannon is virtually useless.

    The use of nukes in the game has been a source of many conversations and has yet been determined the exact out line of how they will work.

  7. #7
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    I have just taken a look over the Battlestar Template.
    It just has one year worth of consumables. IMHO it should be at least 2 - 3 years. Probably one years worth of reasonably fresh food.

    One question on the Armor is it just standard ablative Armor -with all its drawbacks. Or does it work like "historical" Armor -only really affected after being breached?
    A threshold rating for the armor could enhance battlefield survivability. Only after the rating is exceeded real dammage is dealt to the ship and its systems.

    I suggest that each 50 Points of armor create a threshold of 10 Points so the battlestar would have a threshold of 300 Points. Although I'm not sure if this upsets the system.
    "Space may be the Final Frontier, but it's made in a Hollywood basement"

    Red Hot Chili Peppers "Californication"

    "per aspera ad astra"

    Seneca

  8. #8
    The Battlestar shielding is heavier and capable of shakking off a nuke. Resistance change would not make a great deal of differncce in the adventure. The Battlestar is not a long term vessel they stayed near the colonies mostly. The statement of the Red Line was a short distance from the colonies.

    Finally finished the Raptor. I still have to test it out in sims. The ship only has a few SU's cost more than that of the Vipers and Cylon Raiders. The Raptor actually falls in the corect scale not like the Vipers and Raiders that I recuced to size one for their ship.

    Battlestar Galactica’s Raptor
    Class and Type: Raptor-class Support vessel
    Commissioning Date:

    Hull Systems
    Size: 2
    Length: 8 meters
    Beams: 8 meters
    Height: 3 meters
    Decks: 1
    Mass: 50 metric tons
    SUs Available: 250
    SUs Used: 203

    Hull Outer <8>
    Hull Inner <8>
    Resistance Outer Hull: 2 <0>
    Resistance Inner Hull: 2 <0>

    Structural Integrity field [1 power/10 Protection/round]
    Main: Class 1 (Protection 40/60) <14>
    Backup: Class 1 (Protection 20) <7>
    Backup: Class 1 (Protection 20) <7>
    Specialized hull: Atmospheric Capability <2> Planetfall Capability <2>

    PERSONNEL SYSTEMS
    Crew/Passengers/Evac: 2/6/0

    Environmental Systems
    Basic Life Support [3 Power/round] <8>
    Reserve Life Support [2 Power/round] <4>
    Consumable: 72 Hours worth <1>
    Medical Facilities: Med kits only
    Personal Transport: Jefferies tubes [0 Power/round] <2>
    Fire Suppression System [1 Power/round when active] <2>

    Cargo hold: 2 cubic meters <1>
    Locations: Aft of cockpit (can be used as passenger area as well)

    Propulsion Systems
    Faster Than Light Drive (Coaxial Warp Drive Variant) [2 power/jump/round] <4>
    Impulse Engine Type: 1 Class 3A (.5c/.75c) [5/7 Power/round] <18>
    Location:
    Reaction Control System (.025c) [2 Power/ round when in use] <1>

    Power Systems
    Fusion Reactors: (generates 20 Power/round) <10> 99
    Locations: Aft of amidship
    Impulse Engine[s]: 1 Class 3A (generate 28 power/engine/round)
    Auxiliary Power: 1 reactors (generate 5 Power/reactor/round) <3>
    Emergency Power: Type A (generates 25 Power/round) <25>
    EPS: Standard Power flow, +50 Power transfer/round <10>
    Standard Usable Power:

    Operations systems
    Computers 1 Core (Pre-duetronic): [1 Power/round] <2>
    ODN <3>

    Navigational Deflector [5 Power/round] <8>
    Range: 10/20,000/50,000/150,000
    Accuracy: 5/6/8/11
    Location: Forward

    Sensor Systems
    Long-range Sensors -- None

    Lateral Sensors [5 Power/round] <16>
    Strength Package: Class 5 (strength 5)
    Gain Package: Class Beta (+2)
    Coverage: Standard

    Navigational Sensors: [5 Power/round] <15>
    Strength Package: Class 5 (strength 5)
    Gain Package: Class Beta (+2)
    Sensor Skill: 3

    Flight Control Systems
    Autopilot: Shipboard systems (flight control) 1, Coordination 1 [1 Power/round in use] <4>

    Navigational Computer
    Main: Class 1(+0) [0 Power/round] <0>

    Inertial Damping Field
    Main <8>
    Strength: 10 [3 Power/round]
    Number: 1
    Backup <1>
    Strength: 7 [2 Power/round]
    Number: 1
    Attitude Control [1 Power/round] <1>

    Communications Systems
    Type: Class 1 [2 Power/round] <2>
    Strength: 1
    Security: - 0

    Security Systems Rating: 1 <4>
    Anti-Intruder System: Yes [1 Power/round] <2>

    Optional: Auto-cannons and missile launcher optional. The auto cannon is a four-barrel cannon rapid fire and the missile launcher much like the vipers.

    Tactical Systems
    4 linked fire anti-fighter Railguns <4 (x 4 = 16)>
    Type: 1
    Damage: 20 [4 Power]
    Number of Emitters: (up to 2 shots per round)
    Targeting Systems: Class Alpha Accuracy 5/6/8/11
    Range: 10/30,000/100,000/300,000
    Location: Forward
    Firing arc: fixed
    Firing Modes: Standard

    Missile/Torpedo Launcher <7>
    Standard Load: Standard Anti-ship Missile (100 damage)
    Nova Bomb (see notes for damage)
    Spread: 4
    Range: 15/300,000/1,000,000/3,500,000
    Targeting Systems: Class Beta Accuracy 4/5/7/10
    Power: [20 + 5 per torpedo fired]
    Location: See Notes
    Firing Arc: See Notes, but are self-guided
    Torpedoes carried: 4 <1>

    TA/T/TS: Class alpha [0 Power/round] <6>
    Strength: 7
    Bonus: +0
    Weapon Skill: 3

  9. #9
    I'm pretty sure the Viper's ammo is just regular chemical rounds...
    Portfolio | Blog Currently Running: Call of Cthulhu, Star Trek GUMSHOE Currently Playing: DramaSystem, Swords & Wizardry

  10. #10
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    I'm pretty sure the Viper's ammo is just regular chemical rounds...
    not if this Wikipedia article is correct http://en.wikipedia.org/wiki/Colonial_Viper

    But then again its just wikipedia, you'll never can be sure
    "Space may be the Final Frontier, but it's made in a Hollywood basement"

    Red Hot Chili Peppers "Californication"

    "per aspera ad astra"

    Seneca

  11. #11
    Check it. I was just watching the commentary on season 2.5, where one of the writers mentions discussions about it...
    Portfolio | Blog Currently Running: Call of Cthulhu, Star Trek GUMSHOE Currently Playing: DramaSystem, Swords & Wizardry

  12. #12
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    Ok..., if this is canon information your correct of course and i stand corrected.

    This raises some Questions however...

    if they field conventional Ammunition, then the Energy cost would be greatly diminished. As energy is probably only used to trigger the fire mechanism.

    As for the damage dealt I’m a bit of a loss. Even for a short combat round only two Shots per round are somewhat "unrealistic".
    In the series they release true hailstorms of Autogun fire in mere seconds.
    But then again it is probably a matter of perspective Two Shots per round could also mean two salvoes of bullets that deal a total of 20 Points of damage.

    On the other hand you most likely have to track the available bullets. Unless one rules that there are enough to go around through any combat. but a prolonged engagement where a Fighter survives all enemy attempts to shoot him down could very well leave him without any ammunition -reducing him to the role of moving target. (Although i imagine the bookkeeping involved a painful experience that probably slows the game down)
    Last edited by Captain Otto; 06-27-2007 at 01:13 AM.
    "Space may be the Final Frontier, but it's made in a Hollywood basement"

    Red Hot Chili Peppers "Californication"

    "per aspera ad astra"

    Seneca

  13. #13
    The fictional basis for BSG and Trek ships are totally different; very few times do the BSG characters transfer power or tech the tech to solve ship related problems.
    Portfolio | Blog Currently Running: Call of Cthulhu, Star Trek GUMSHOE Currently Playing: DramaSystem, Swords & Wizardry

  14. #14
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    The fictional basis for BSG and Trek ships are totally different; very few times do the BSG characters transfer power or tech the tech to solve ship related problems.
    True... the Cylons probably would have a field day wreaking havoc with the Enterprise-E's Computer systems. And BSG is relatively low on highly advanced Technology. It has the charm of the retro- look though.
    The mindset of BSG sets the precedent already from the beginning:

    Technology has failed man disasterously and thus trusting technology blindly is a folly.

    These crossovers go a long way to expand the boundaries of space dock. While this needs some adjustments and rules twisting I think its a good idea.
    "Space may be the Final Frontier, but it's made in a Hollywood basement"

    Red Hot Chili Peppers "Californication"

    "per aspera ad astra"

    Seneca

  15. #15
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    Quote Originally Posted by Captain Otto
    Ok..., if this is canon information your correct of course and i stand corrected.

    This raises some Questions however...

    if they field conventional Ammunition, then the Energy cost would be greatly diminished. As energy is probably only used to trigger the fire mechanism.

    As for the damage dealt I’m a bit of a loss. Even for a short combat round only two Shots per round are somewhat "unrealistic".
    In the series they release true hailstorms of Autogun fire in mere seconds.
    But then again it is probably a matter of perspective Two Shots per round could also mean two salvoes of bullets that deal a total of 20 Points of damage.

    On the other hand you most likely have to track the available bullets. Unless one rules that there are enough to go around through any combat. but a prolonged engagement where a Fighter survives all enemy attempts to shoot him down could very well leave him without any ammunition -reducing him to the role of moving target. (Although i imagine the bookkeeping involved a painful experience that probably slows the game down)
    Actually what you would get is two sets of projectile weapons . . . without any energy weapons at all . . . and treat it as such . . . there would be cost to fire the round . . . but the damage is based on the round itself and not the weapon as is the case with beam weapons. Therefore, I imagine, you can modify the write up to the mini-photon toprpedo launchers to simulate their gun weapon . . . limit the firing arc, make the rounds non-self-guiding, reduce cost of fire, have rounds fired per action round reduced to match the canon stated firing rate, etc.

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