In using the Battlestars in an actual fight the Close-in-Weapons/Flack Guns/anti-fighter guns were of little use. So I sat back and looked at the ship again and then it hit me. I made the choice listed below. I also studied drawings and some Hi resolution images and watched dozens of videos to count the CIWs placements.
Close-in-Weapons/Flack Guns
Even thought the Battlestars are heavily armored Battlewagons the missile fire at the ship or the scraping run by a fighter must pass through the anti-fighter screen of explosive flack fire by hundreds of small rail guns. The moment the fighter enters the flack barrier the fighter is at risk of taking 10 damage. The fighter or whoever fired the missile must make a difficulty challenge to pass through the flack of 13.
Below there is the version of the Battlestar Galactica from the series Blood and Chrome Series. With the addition of the rail guns the Battlestar becomes a budget buster.
Enjoy.
The Battlestar Galactica during the First Cylon war (Blood and Chrome Series)
Class and Type: Columbia-class Battlestar
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: Small ships [11 power/round] <11>
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 [0 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
Propulsion Systems
Faster Than Light Drive (Coaxial Warp Drive Variant) [110 power/jump/round] <220>
Impulse Engine Type: 6 Class 2 (.5c/.5c) [5/5 Power/round] <10 (x 6 = 60)>
Location: Aft
Reaction Control System (.025c) [2 Power/ round when in use] <11>
Power Systems
Fusion Reactors: 8 Class 30 (generates 300 Power/round) <150 x 8 = 1200>
Locations:
Impulse Engine[s]: 6 Class 2 (generate 16 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: 380
Operations systems
Bridge: CIC (Command and Control) <55>
The manufacturing facilities and machine shops are custom tech it looks like, unless you are using the Replicator network to simulate the manufacturing facilities.
For the fighters, do you plan on fleshing them out a bit, then hyperlinking from the above so we can look at them as well?