Working out a ships BPV (3k)

No points system is perfect. A ship not designed against a certain attack can be smashed by another ship employing that particular attack - possibly costing a lot less. Still, they are a useful guide as to the various capabilities of a vessel. In the BSG universe, most ships operate in a very similar manner, the only ship to die quickly is a non-fighter carrier.

In my not so wide experience, I do not recall ADB ever giving out their formula for working out the BPV of a ship, so I have had to construct my own. In this case, I have used a modified version of the Repair cost of various items. Simply add up all the components and then divide by ten to get the final cost, rounding up.

Multiply the final cost by x0.75 if this is an Early Years Ship, x1.00 if this is a normal ship, or x1.5 if this is a Maximum Press X-Ships.

No, the system is not perfect. It does not take into account fire arcs, movement rates or turn modes, but as a starter it works okay. I may be modifying this in the future, but am not totally sure yet.

ComponentPoints cost
Armour2
Control6
Hull1
Lab5
Shuttle Box2(includes one free Admin shuttle)
Fighter Box4(does not include fighter BPV)
Cargo/Fuel1
Barracks1
APR4
B-APR8
Warp10
Battery2
Phaser 115
Phaser 210
Phaser 34
Phaser 450
Colonial Missile Launcher40(includes a full load of 6 missiles)
Cylon Missile Launcher40(includes a full load of 6 missiles)
Mini-Missile Launcher25(includes a full load of 6 missiles)
Rocket Launcher15(includes a full load of 6 rockets)
Mine Rack20(includes a full load of ordinary NSM mines)
Special Sensor20
Scanner10 per box
Sensor10 per box
Dam Con3 per box
Excess Damage5 per box
Crew1 per unit
Boarding Party2 per unit
Deck crew1 per unit

Finally, never use this system to compare BSG ships with SFB ships. The SFB ships will win everytime. Remember, this is not a crossover!

Ship Design Example