Galactica - Columbia class Battlestar |
Designed
by: Admiral Savage (based on Battlestar Galactica series) |
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Statistics: | ||||||||||
225,000-ton Hull (Needle/Wedge)
- Streamlined AC: 19 (14 vs. Meson Guns) AR: 7 (TL-14) SI: 775 Initiative: 6 Starship Size: Gargantuan Cost: 116,954.008 MCr (146,192.511 MCr without discount) Model/9 Fib (PP: 65/14) Computer Avionics: Less than 1,000,000-ton Sensors: 2 Parsecs (passive survey) -9 Communications: System Wide (Meson) -9 Cargo: 1,559.75-tons Extra Ship's Stores: 400 person/weeks of Luxury Stores, 12,100 person/weeks of Standard Stores, Annual Maintenance = 11,695.401 KCr (5,847.7 KCr if routinely maintained) Routine Maintenance = 2,923.85 KCr/Month (29,238.502 KCr per year) |
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Performance: | ||||||||||
Jump-4 (enough fuel for 2x
Jump-4) -- J1=11250t, J4=45,000t Acceleration: 6-G Agility: 6 Power Plant: TL-16 Fusion (36,000 EP output, enough fuel for 8 weeks) -- 4wks=12,000t Fuel Scoops, Fuel Purification Plant (TL-16, 4hrs per 30,000 tons of fuel) |
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Active Defenses: | ||||||||||
Nuclear Dampers USP:7 Meson Screens USP:7 Black Globe Generator USP:7 (4500 EP in Jump Drive capacitors and 90,000 EP can be stored in extra capacitors) |
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Weapons: | ||||||||||
Hardpoints: 450 40x Triple Pulse Laser Turret TL-16, +5 To Hit, 5d10 (19/x2), Range: 45,000km 4 batteries of 10 turrets (Laser Cannons) 20x Double Popup Fusion Gun Turret TL-16, +6 To Hit, 6d20 (16/x5), Range: 4,500km 2 batteries of 10 turrets (Blaster Turrets) 10x Triple Sandcaster Turret TL-16, +7 AC, Ammo: 2000 sand canisters 4x 100-ton Particle Accelerator Bay TL-16, +10 To Hit, 10d12 (17/x1), Range: 45,000km 2x 100-ton Nuclear Missile Bay TL-16, +10 To Hit, 10d6 (17/x2), Range: 90,000km 4x 50-ton Plasma Gun Bay TL-16, +7 To Hit, 10d12 (18/x2), Range: 15,000km Meson Gun Spinal Mount 1: TL-16, +23 To Hit, 17d20 (15/x10), Range: 75,000km (Mega-Pulsar) Meson Gun Spinal Mount 2: TL-16, +23 To Hit, 17d20 (15/x10), Range: 75,000km |
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Ship's Vehicles: | ||||||||||
4x 8-ton
vehicle hangar 75x 15-ton small craft (Internal Hangar) 4x 95-ton small craft (Internal Hangar) 2x maintenance shops (40 Mechanics) 8x 15-ton launch tubes Launch facilities for 23 Craft per turn |
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Accomodations & Fittings: | ||||||||||
20x Single Occupancy Stateroom
(20 People) 2000x Double Occupancy Small Cabin (4,000 People) 925x Emergency Low Berth (3,700 People) 50x Standalone Fresher 2x Engineering Shop (40 Engineers) 2x Laboratory (4 Scientists) 1x Sickbay (2 Patients) 1x Autodoc 5x Airlocks |
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Crew Details: | ||||||||||
8x Command Officers, 225x
Command Crew 3x Flight Officers, 239x Flight Crew 2x Gunnery Officers, 122x Gunnery Crew 2x Engineering Officers, 626x Engineering Crew 1x Medical Officers, 14x Medical Crew 37x Ship's Troops Officers, 1,350x Ship's Troops 10x Marine Officers, 390x Marines 450x Service Crew |
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Description: | ||||||||||
Battlestars
have been the primary defensive platform of the Commonwealth for 10
years. These impressive ships act as an assault carrier in wartime. During peace they have become the olive branch of military showing the force of mankind. USER DEFINED COMPONENTS (Modified Cargo:1,559.75, Cost 1,104.5Mcr) 1 2nd Type 22 Meson Spinal Mount (2,000.00 tons, Crew 20, Cost MCr 600.00), 1 Dual Spinal Mount Weapons Carriage (4,000.00 tons, Crew 0, Cost MCr 500.00, requires 40 Hardpoints), 1 Fuel Purification Superfuel Refinery Upgrade (375.00 tons, Crew 8, Cost MCr 4.5), 2 Landing Bays 4,000.00 tons) |
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Each Battlestar carriers a
minimum force of 75 interceptor fighters, Vipers, and 1000t of fuel. The cargo capacity of the vessel is 1,559.75 tons. 8,000 tons of space are split into two 4,000ton high speed, internal recovery, landing decks. These decks are capable of holding larger vessels. In pressing times a deck can be used for other purposes while the other deck recovers the fighters. Either can also hold cargo. The Commander (captain) has a 6t cabin, there are 9 single cabins for officers, 10 single and 260 double occupancy cabins available. . 1. Fuel Home Rules: - Fuel Purification on battlestars can choose to produce Superfuel (double jump fuel). The cost of the Purification system is doubled. If used, the time to purify fuel is doubled. Purification System Maintenance is doubled. Crew is doubled. (375t, 8 crew, 9Mcr) - Use of the 1/2 fuel rule will relinquish 45,000t of jump fuel. Or keep it as fuel/cargo containers. 2. Dual Spinal Mount Home Rules: A Dual Spinal Mount Weapons Carriage has been integrated: - The carriage is the size of 2 spinal mounts but requires the appropriate amount of hardpoints (aka, structural supports) connected to the ship hull and the weapons. - Only 1 spinal mount can be fired in a turn but they can alternate. - Each spinal mount has a seperate crew. - Energy Points are only provided to fire 1 at a time in this design. - The cost is equivalent to 1/2 of an enclosed spinal mount weapon. - Damage against the spinal mounts should be randomly rolled between carriage, weapon 1 and weapon 2. - Firing Both near simultaneously: (where there is a will, there is a way) - Should energy be diverted to fire both, a roll must be made on the internal ship damage table. This is a result of the structural damage to the ship. A referee can return to core rule ideology by converting the 2nd spinal mount and carriage to 6000t cargo, 20 crew, 40 hardpoints, 1.1Bcr. |