Battlestar Excaliber (3k)

The Battlestar Excaliber is adapted from the design found on the Battlestar Excaliber site, which also includes fan fiction about the ship, the crew and their adventures.

The Battlestar Excaliber was to be the first of a series of four Victory Class Battlestars. These were to be bigger and better than anything designed previously, with more firepower, more fighters and the ability to sustain more damage.
As well as this, the ship has a unique feature - that of the third landing bay. This is situated underneath the main ship and can be detached for seperate operations. When detached, it is effectively another ship with all the additional abilities that that implies, just a slow one!

The project was set up a couple of yahrens before the ill fated peace conferance, and alas this disrupted the project somewhat.
As a result, the ship had to evacuate it is base long before the ship was ready and is now on it is own trek into deep space, pursued by Cylons, finishing construction, and having many adventures on the way.

The current state of the ship and it is progress through space can be found at the Battlestar Excaliber site, which includes stories about the ship and it is crew, and other details about the Galactica Universe.

 

Game Rules (2k)

The Excaliber has a few special abilities that make it unique amongst the ships of the BSG Universe, and certainly make it a tough opponent for up to two Baseships at once to handle.
These notes attempt to describe the Battlestar Excaliber as to how it would appear in my BSG-SFB universe, and as such, a few liberties have been taken with the ship to let it conform properly to these rules. It is hoped to be as accurate as I can make it, but when placing ships from one source into another things can get a little bit iffy.

Historical Notes:

The SSD's show what the Excaliber would be like when it is completely up and running and fully repaired. As this has not happened at the time of writing, it is not going to be as a much of a threat to marauding Cylons. As such,when playing 'historical' games with this ship, certain systems such as the weapons and sensors will not be running at full strength and should be reduced accordingly. The points cost of the value of vessel will also be different, depending on the configuration.

Fighter Notes:

The first thing to note is that our terms of the use 'Asp' is slightly different. I use the term to describe a recon viper, the Excaliber site uses the term to describe a fighter-bomber ship. Whilst I have a sneaking suspicion that the later use of the term is correct, any reference to an Asp on this site will denote the recon ship, and not the fighter-bomber variant. This might well be an error, but as I have done my entire site with the notion that the Asp is a recon ship, I am going to stay that way.
The second thing is that Asp Class recon fighters are not listed on the Excaliber complement of fighters, but I have included them. The reason is simply that as these notes are a way to incorporate the Excaliber into my universe, then a Colonial ship without these electronic warfare craft can be put at a disadvantage. Also, I have included them on almost every other Colonial ship, so why leave them out of the latest production model when they can be extremely useful?

Whilst showing standard Vipers and Asps on the SSD, this ship would be a prime candidate for the additional Viper variants. If construction facilities were properly up to date, then the basic Viper would probably have been the Viper-E, or if you are feeling completely gung-ho, then perhaps the X variant. As it happens, the ship does have a complement of fighter-bombers, which could be modelled on the Cobra Bomber from the Viper article, so if playing this, the Excaliber should replace 2 flights of normal vipers with Cobra Bombers, at the additional cost of 16 points per flight replaced.
Viper variants can be found here.

Fighter bays: The Excaliber has two large shuttle bays, and may conduct transfers via (J1.593). Each bay has a launch tube ([J1.54] which will propel a fighter flight to speed 12 and will launch in direction 5 [Alpha bay] or 2 [Beta bay]) and a standard shuttle hatch (launching and landing from direction 4 for both bays).
The shuttle bays are large enough to accept yachts.

The Pod has only the one shuttle bay, and may launch fighters in the direction of 1. Transfers between all three shuttle bays (via [J1.593]) may occur while the ship is together.

The Excaliber has a hyperspeed multiplier of x1.

Separation:

The biggest feature of the Excaliber is that it can separate into two, the main ship and the pod. Two SSD's are provided for this, and if playing with the combined ship, both will be needed. Seperating and reattachment can occur in a combat situation.

Separating procedure: The Excaliber is effectively treated as a Neo-Tholian ship for purposes of separation (G12.9), however at least one warp, one control and 12 unspecified system boxes must still be operable on the pod.
When the pod is separated, the two ships now function as exactly that, two ships. (G12.4) and (G12.5) do not apply, and no boxes on the SSD need to be adjusted in any way, so scanner, sensor, damage control and excess damage boxes remain as they are.

Recombining procedure: This is treated as a docking action (C13.0).

Combined Ship: When combined into one ship, the whole thing should be treated as one ship. With the pod attached, the pods engines can provide power which can be used for ship functions, and the pod is effectively treated as just another part of the ship. Thus if the combined ship is damaged by fire, the ships armour should be damaged first, and then any DAC results can be distributed between the pod or the main ship as the owner thinks fit. The Pods scanner and sensor can be used as backups if needed, but the main ships sensors, scanner and Dam Con should be used as the values for the whole ship. The pods crew totals should be added to the ships main, this signifying various teams going where needed.

Separate parts: When separated, the two parts of the Excaliber function as two completely distinct craft, and this is where the two SSD's come in. Any crew transfers should be completed before separation, as when the ships do come apart this cam only be completed via shuttle transfers.

Victory Class Battlestar Excaliber boarding diagram:

For the main ship, the standard Battlestar boarding diagram should be used, with the following components in each area listed below. The pod should consist of two parts, front and back, with the front having access to areas D and E, and the back having access to areas F and G.

5k
AB,CDEFGH,JK,ML,N
Battlestar Excaliber: 10 F.Hull
5 Bridge
5 Missiles
15 F.Hull
4 Ph.3
2 Ph.1
7 C. Hull
4 Ph.3
6 Lab
3 Aux
7 C.Hull
4 Ph.3
8 Battery
8 C. Hull
2 Flag
8 C. Hull
1 Emer
8 A. Hull
5 APR
4 Ph.3
20 Warp
12 Fighters
4 Shuttles
4 Ph.3
6 Fighters
4 Asps
6 Cargo
4 Ph.3
FrontBack
Excaliber Pod: 18 Fighters
4 Asps
4 Shuttles
4 Ph.3
6 Cargo
3 Hull
4 Ph.3
2 Aux
2 APR
8 Warp

 

SSD's (2k)

GIF file
Battlestar Excaliber SSD64k

SSD's designed by me and drawn by Sean Driscoll.

 

Annex Extracts (2k)

Master Ship Chart Extract:

ShipCrew
Units
Brdg
Parties
BPVMove
Cost
Size
Class
Turn
Mode
Explos.
Str
F&E
Cmd
Ftr
Flights
YearNotes
Battlestar Excaliber118122132.502E458187342+12 Asps, CJ

Annex #7B: Ships able to land on planets

This ship may not land on a planet.

Annex #7G: Carrier information & Annex #7N: Missile reloads

ShipTypeFtrsAdminBaysStoreDC
Battlestar ExcaliberSSCS18/12123/3/360078*