Other Points (3k)

While the previous pages give almost all the information needed to create a new starship, there are some additional points that you may or may not want to be aware of. Some of these are listed for completeness, others can be quite important.

Boarding Party Diagram

A boarding party diagram is not really needed unless, like me, you are trying to be a completist, or else you do engage in a lot of close quarter actions. I can not really say much about this, but the ship could be into a minimum of three parts - bridge/command section, main hull section (containing the labs, hull, other stuff), and engineering section. Whilst there will be some differences between Colonial and Cylon ships and placement of objects, you should be able to get the three sections. Larger ships will have more sections, and any pods will have their own sections as well. Items should be placed depending on where they should approximately be on the real ship.

Consult the existing examples for more details!

Shuttles and Launching Areas

Every ship that has a shuttle box has the equivalent of one shuttle bay. This allows it to launch or land one shuttle per turn. If a ship has four or more shuttles - in two separate areas on a ship - then it could be allowed 2 shuttle bays. 10 or more shuttles may allow three bays if there are three areas on the ship. Most capital ships will have two. Note that if a ship carries no shuttles, but does have fighters, then it can be considered to have one or two shuttles bays for landing purposes.

Similarly with fighter bays. If the ship carries dedicated fighter bays, then it may have fighter launch tubes. The specific direction of launch must be specified. Most small ships will have a launch rate of 1, whilst even the larger ships will have a launch rate of 2. While this might seem low, in the context of the game, these values work fine, and if you start to increase them, then play balance can get out of hand.

Asps should be treated like shuttles for purposes of launching rates.

Landing on Planets

A ships ability to land on planets is governed by many factors, including power, streamlining and size. For the most part, this will have to be a judgement call on the part of the designer, but usually vessels of size class 3 or greater are not normally able to land on planets. There are always exceptions to this though. Baseships, for example, have been known to land, while Battlestars cannot.

Near enough, all civilian ships can land on planets.

Rules wise, the only method a ship may employ to land, is the Powered Landing Rule (P2.434).

Working the BPV