As can be seen, starship construction is not really difficult, and within the guidelines of the tables, you are not really limited in what you can and can not do. I can not really be more specific with the rules as I have not figured out what is allowed properly in SFB or not, and it could be that I am further from the truth than is possible. Still, using this, you should be able to generate something approaching BSG.
However, an example to get you on the right track is always nice!
The Proteus Class Destroyer was a design that was suggested to Colonial Fleet Command as a vessel that could replace the existing Destroyer. It would be slightly larger than the current class of ship, equipped with more fighters to enable it to have a longer staying power, and its weapons would be more balanced to fight any type of battle.
In the end, the ship was never constructed as the ship was slightly more expensive for not many extra benefits. A flight of extra fighters was carried, and some missiles were also carried, but it was felt that the class did not show enough potential to order a complete retooling of current ship yards. A couple of prototypes were constructed, but whether they saw combat or not is unknown.
The Proteus is a Medium sized late Colonial warship, and I decide to make it have 130 SSD boxes. Looking at the other values in the table, we find that the Proteus will be Size Class 3, have 6 Excess Damage boxes, a Move Cost of 1.00, a Life Support cost of 1.00 energy point, and be Manoeuvre Class C.
Next we have to allocate the control systems on the ship. Our medium size vessel needs a minimum of 5 control boxes, we decided to give it a Bridge of 4 boxes, and an Aux Con of 2 boxes. This means that we now have 124 boxes left to spend. Our F&E Command Rating is equal to 6, which we decide to leave.
Next up, is the weapons systems. Our Medium size warship can mount a total of 19 phaser-3s and 9 heavy weapons. The vessel should be able to protect itself, so I think 18 phaser-3s is in order (arcs of 4x FA,L, 4x FA,R, 2x L, 2x R, 2x 360 degrees, 4x RA). With the heavy weapons, our Destroyer is supposed to be heavier than the previous, so I think 6 phaser-1s and 3 missiles would be good. That would be flexibility of the ship having a mix of weapons. The missile arcs would be FA, while the phaser-1s would be (4x FA, 2x 360 degrees).
That leaves us with 97 boxes left.
After weapons comes Power. And power is very important. How you determine the power requirements of your ship is up to you, but I tend to think of a speed of the vessel, and then try and fulfil that speed and all other power requirements with what I can cram in.
I think the Proteus is about the same speed as the standard Destroyer, so a speed of 12 would be good. Other power requirements come to around 17 points (9 for the phaser-3s, 6 for the phaser-1s, 1 for life support and 1 for basic targeting), so we want a total power of 29, or make it 30 for a round number. How we split that up is up to us, but with a minimum of 12 Warp is required for the speed, so I think 20 Warp and 10 APR is good. Why not throw in a couple of Batteries as well, they can be useful.
Which leaves us with 65 boxes left.
Onwards to other systems!
You can do other systems in any order you like (as you can most of the design sequence really), so I think we will specify our hull first, after all, it is important and a required part of the ship. It takes up 20% of the ship, or 26 boxes. We allocate 10 F Hull, 8 C Hull and 8 A Hull.
Armour is always good too, and we are allowed 20 boxes, but I think we will stick to 15.
What else do we need? Cargo is useful for carrying additional missiles, so we will have 4 boxes of that, lab is useful for identifying enemy vessels, so we will have 4 of that too.
Which leaves us 16 boxes to go. The Proteus is supposed to carry more fighters than the standard destroyer, so we'd better buy some. Three flights cost 9 boxes, four Asps will cost an additional 4 boxes, which leaves 3 for shuttles. Not many.
Which completes the SSD boxes.
Crew requirements can range anywhere from 12-23 units, and as this is supposed to be more modern than the standard destroyer which has a crew of 22, we will reduce the crew to 16. On top of that, we need some Deck Crew, of which we will have 16 (one for each fighter and shuttle box), and also Boarding Parties. we will stick with 10 of those to avoid having to purchase a Barracks.
The Sensor, Scanner and Damage Control come out at 5 boxes each, and the Explosive Strength of the ship will be 25, greater than a standard destroyer to account for the missiles and additional fighters.
And that is effectively the ship. Now we need to calculate the BPV:
| Item | BPV |
|---|---|
| 15x Armour | 30 |
| 6x Control | 36 |
| 26x Hull | 26 |
| 4x Lab | 20 |
| 3x Shuttle | 6 |
| 13x Fighter | 52 |
| 4x Cargo | 4 |
| 10x APR | 40 |
| 20x Warp | 200 |
| 2x Battery | 4 |
| 6x Phaser 1 | 90 |
| 18x Phaser 3 | 72 |
| 3x Missiles | 120 |
| 5x Sensor | 50 |
| 5x Scanner | 50 |
| 5x Damage Control | 15 |
| 6x Excess Damage | 30 |
| 16x Crew | 16 |
| 10x Boarding Parties | 20 |
| 16x Deck Crew | 16 |
| Subtotal | 897 |
| Final BPV | 90 |
A rough SSD can be found here.