Galaxy Class XVII Heavy Cruiser

design by Andrew Probert
Construction Data:
Model Number — Mk I Mk I Mk I Mk II Mk II Mk II
Ship Class — XVIII XV X XVIII XV X
Date Entering Service — 2357 2357 2357 2370 2370 2370
Number Constructed — 16 16 16 Refit Refit Refit
Hull Data:
Superstructure Points — 190 106 80 193 108 80
Damage Chart — C C C C C C
Size:
Length — 641.82 m 380.48 m 353.89 m 641.82 m 380.48 m 353.89 m
Width — 466.3 m 275.41 m 466.3 m 466.3 m 275.41 m 466.3 m
Height — 138.45 m 120.67 m 62.05 m 138.45 m 120.67 m 62.05 m
Weight — 486,775 mt 328,833 mt 153,592 mt 497,315 mt 335,815 mt 158,120 mt
Cargo:
Cargo Units — 2,000 SCU 500 SCU 1,500 SCU 2,000 SCU 500 SCU 1,500 SCU
Cargo Capacity — 100,000 mt 25,000 mt 75,000 mt 100,000 mt 25,000 mt 75,000 mt
Landing Capacity — None None None None None None
Equipment Date:
Control Computer Type — I-10 (x3) I-10 I-10 (x2) I-10a (x3) I-10a I-10a (x2)
Transporters:
Standard 6-person — 12 8 4 12 8 4
Emergency 22-person — 8 4 4 8 4 4
Cargo — 12 4 8 12 4 8
Other Data:
Crew — 1021 792 229 1061 792 269
Passengers — 500-15,000 100-5,000 400-10,000 500-15,000 100-5,000 400-10,000
Shuttlecraft — 37 10 27 37 10 27
Engines And Power Data:
Total Power Units Available — 204 148 56 216 160 56
Movement Point Ratio — 11/1 9/1 6/1 11/1 10/1 6/1
Warp Engine Type — FNWD-5b FNWD-5b None FNWD-5c FNWD-5c None
Number — 2 2 2 2
Power Units Available — 60 ea. 60 ea. 66 ea. 66 ea.
Stress Charts — C/D C/D C/D C/D
Max Safe Cruising Speed — Warp 7 Warp 7 Warp – Warp 7 Warp 7 Warp –
Emergency Speed — Warp 9 Warp 9 Warp – Warp 9 Warp 9 Warp –
Impulse Engine Type — FII-10 (x3) FII-10 FII-10 (x2) FII-10 (x3) FII-10 FII-10 (x2)
Power Units Available — 28 ea. 28 28 ea. 28 ea. 28 28 ea.
Weapons And Firing Data:
Beam Weapon Type — FNH-34 FNH-34 FNH-34 FNH-34 FNH-34 FNH-34
Number — 13 10 2 13 10 2
Firing Arcs — 2 p/f/s, 1 p/f/s/a, 1 f/p/a, 1 f/s/a, 3 p/a, 3 s/a 1 f*, 1 p/f/s/a, 1 f/p/a, 1 f/s/a, 3 p/a, 3 sa 2 p/f/s 2 p/f/s, 1 p/f/s/a, 1 f/p/a, 1 f/s/a, 3 p/a, 3 s/a 1 f*, 1 p/f/s/a, 1 f/p/a, 1 f/s/a, 3 p/a, 3 sa 2 p/f/s
Firing Chart — Y Y Y Y Y Y
Maximum Power — 26 26 26 26 26 26
Damage Modifiers:
+3 (1-10) (1-10) (1-10) (1-10) (1-10) (1-10)
+2 (11-17) (11-17) (11-17) (11-17) (11-17) (11-17)
+1 (18-24) (18-24) (18-24) (18-24) (18-24) (18-24)
Torpedo Weapon Type — FP-21 FP-21 FP-21 FP-27 FP-27 FP-27
Number — 10 8 2 10 8 2
Firing Arcs — 4 f, 4 a 4 f, 4 a 2 a* 4 f, 4 a 4 f, 4 a 2 a*
Firing Chart — O O O R R R
Power to Arm — 1 1 1 1 1 1
Damage — 32 32 32 37 37 37
Shield Data:
Deflector Shield Type — FSU FSU FSU FNSS FNSS FNSS
Shield Point Ratio — 1/4 1/4 1/4 1/5 1/5 1/5
Maximum Shield Power — 50 50 50 65 66 66
Combat Efficiency:
D — 449.7 317.6 240.4 508.5 364.4 276.9
WDF — 432.0 382.0 83.0 476.0 426.0 94.0

* – These weapons are only usable after saucer separation.

SPECIAL RULES:

Saucer Separation/Reconnection: Players may separate the saucer and star-drive sections at the beginning of any turn. Separation may only be initiated at the beginning of a turn and requires all three phases to complete. During the 1st phase of any turn, the saucer and star-drive muse each expend 10 points of power for separation operations. Remaining power may be used for movement, weapons and shields. Both sections continue to travel in the same hex during Phase 1. At the beginning of Phase 2. both sections must power weapons and shields separately. If the saucer or star-drive does not have sufficient independent power, those systems become inactive during phase 2. At the beginning of Phase 3, the star-drive OR saucer must have sufficient power to move at least 1 hex away from the other section. If one or both sections are unable to move aways from each other, they collide doing 20 points of Superstructure damage to each section. At the beginning of the next turn, both sections are considered independent vessels until they are reconnected.

Reconnection requires 1 full turn. At the start of Phase 1, both sections must enter the same hex. Both sections must use 10 points of power for reconnection operation. Once reconnection operations are started in phase 2, the two sections must have sufficient power to move at the same speed and can not move apart or move into different hexes until reconnection is complete. If either section moved out of the same hex or is unable to maintain speed during that phase, the two sections collide causing 20 points of superstructure damage to both sections. During phase 2, both sections must continue to expend 10 points of power. Any additional power may be used for shields or weapons. During Phase 3, the reconnected ship must maintain its initial speed (if any) and independent shields systems until the end of Phase 3. Any shield arc not active during the turn is considered vulnerable for both sections of the vessel for the remainedr of the turn.

Once reconnection is complete, the remaining power from both sections is added together and the vessel operates as a single ships unless they are reseparated in a later turn.