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.