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I’ll have comment on this, once I have a moment to really look at it. (20 month old girls never stop!) The following was cribbed from the Blood & Chrome page on Facebook (no infringement intended, copyright trolls!):

 

The Battlestar Task Group – Early Production Notes by Doug Dexler, the CG  supervisor

(Subject to change)

The Colonial Defense Force forms carrier battle groups on an as-needed basis and assigns ships to the group based on the mission. Therefore, no two Battlestar Task Groups are the same. However, a typical Battlestar Task Groups consists of the following ships:

Guided-missile cruisers (2)
These are offensive ships loaded with cruise missiles to strike planet based targets

Modern Colonial DFF guided missile cruisers perform primarily in a Battle Force role. These ships are multi-mission [Air Warfare (AW), Surface Warfare (SW), Fleet Surface Fire Support (FSFS) and Surface Warfare (SUW)] and capable of supporting Battlestar Task Groups (BTG), amphibious forces, or of operating independently and as flagships of surface action groups. Cruisers are equipped with cruise missiles giving them additional long range Strike Warfare (STRW) capability

Support Destroyers (2)
Defensive ships. They can defend against attacks by Base Stars and Raiders Destroyers.Equipped with the ability to launch missiles and lay down flak umbrellas.

CDG 51 and CDG 1000 destroyers are warships that provide multi-mission offensive and defensive capabilities. Destroyers can operate independently or as part of Battlestar strike groups, surface action groups, amphibious ready groups, and underway replenishment groups.

One stealth frigate (1) (The Reliant is a stealth Frigate)
Offensive\defensive ship. The frigate is a guided missile cruiser with a limited flight deck facility.

Can take Vipers and other attack planes into areas where a Battlestar would stick out like a sore thumb. They are shiny black

Stealth destroyers (2)
Offensive\defensive ships – The equivalent of a light cruiser.

Carries the latest in dradis bending technologies. They are shiny black

Dradis Picket Ships (6)
The fleets first line of defense. Our long range eyes in space

On the outer perimeters and often heavily attacked by Cylon Raiders. It’s the most dangerous job in the Battlestar Task Group.

Amphibious Attack Ship (2)
For putting boots on the ground. Modern Colonial Amphibious Assault Ships project power and maintain presence by serving as the cornerstone of the Amphibious Readiness Group (ARG) / Expeditionary Strike Group (ESG). Carries a combination of aircraft and landing craft.

Amphibious warships are designed to support Colonial Marine Corps tenets of Operational Maneuver From the Space (OMFTS) and Ship to Objective Maneuver (STOM). They must be able to sail in harm’s way and provide a rapid buildup of combat power ashore in the face of opposition. Because of their inherent capabilities, these ships have been and will continue to be called upon to also support humanitarian and other contingency missions on short notice.

Colonial Sealift Command (CSC)
Six Types Of Ships

Fast Combat Support Ships (FCS) – An ever shifting armada that keeps the Battlestar Task Group supplied.

Fleet Replenishment Tyliers (4)
The largest subset of Colonial Fleet Auxiliary Force ships, provide fuel to deployed Fleet ships underway, as well as to their assigned aircraft. Tyliers and the ships they refuel sail side by side as fuel hoses are extended across guide wires. Underway replenishment of fuel dramatically extends the time a Navy battle group can remain at sea.

Fast Combat Support Ships (2)
CSC’s four fast combat support ships provide one-stop shopping to the fleet for fuel, ammunition, food and other cargo. These ships are especially valuable because of their speed and ability to carry all the essentials to replenish Colonial DFF ships underway.

Dry Cargo/Ammunition Ships (4)
Four ammunition ships supply ordnance to Colonial combatants at sea, providing service through a combination of alongside transfers and replenishment lifts via Freight Trains. These ships are able to deliver ammunition, provisions, stores, spare parts, potable water and petroleum products to Battlestar Task Groups. Designed to operate for extended periods at sea.

Fleet Space Tugs (6)
These ships provide the Battlestar Task Groups (BTG), with towing service and can tow vessels as large as Light Cruisers. When augmented by divers, fleet tugs assist in the recovery of downed ships and aircraft.

Rescue and Salvage Ships (2)
CSC’s four rescue and salvage ships recover objects and stranded vessels and provide firefighting assistance. Like fleet space tugs, they are able to move objects like downed ships and aircraft. The key advantage of these ships is their ability to rapidly deploy divers to conduct rescue and salvage operations.

Hospital Ships (1)
Contains 24 operating rooms and up to 1,000 beds, including a medical staff of up to 1,200 military medical personnel.

Here’s parts one and two of the “web series”/pilot/whateverthehell it is. Points I particularly liked: The layout of the hanger bay is a bi more functional than the static set was, and I loved that there is a kind of high-speed tram to get around a vessel that’s a mile long. CIC looks good, despite being mostly a virtual set, something they’re disguising with lens flare and high contrast for the background.

Part 2:

 

Apparently, Universal finally got off their butts and are releasing Battlestar Galactica: Blood & Chrome first online this Friday in installments, then on SciFi (I refuse to call it SyFy) and then on DVD.

I received my Quantum Mechanix Twelve Colonies of Kobol map on Friday, and I have to say, it is easily up to the quality of the Map of the ‘Verse that the same company released a few years back. It is a single-sided print, showing the a quaternary system — Helios Alpha through Gamma — and the various worlds of the Battlestar Galactica (reboot) setting.

The map has a very crisp print quality, the typeface is easy to read (I can almost make out the small type standing about 2 meters from the map. It has a short description of each world, salient bits of information like the capital city, the nickname of the world, the patron god. There are short blurbs on the map that deal with the non-inhabited or minor worlds of the colonies, as well dealing with the astrophysics of some of the orbital groups, and distances between the worlds, the stars they orbit, etc.  There is a small size comparison of the worlds in the lower right corner, similar to that done on the ‘Verse map.

All of the respective star systems appear to be roughly contained within the orbit of Jupiter, with the Helios Alpha system looking closest to the Solar system — with Picon in the Venusian position (.7SU), Caprica/Gemenon with their barycenter at the 1SU (~AU) orbit, and Tauron (1.2-1.3SUs). Using a ruler and assuming the orbits in all of the stellar systems are on the same scale, 1SU is 4″ and seems to be the equivalent of an AU (8 light minutes.)

Using that, Leonis is at .6SU from it’s star, Virgon at 1.7SU with a smaller star; Canceron and Arelon at 1.6SU from their duller, cooler star and Aquaria at about 2SU with a sharply inclined orbit. Scorpia at 1.4SU, Sagitarron at 2SU, and Libran at 1.75SU with an orbit sharply off the plane of ecliptic.

There’s been a lot of whinging about the scientific accuracy of the map, but I’d point out 1) it’s FICTION, 2) in keeping with the supernatural elements of the show, it could be the Colonies were created for Man to settle and thrive…until they met with His wrath, 3) new exoplanetary research is showing that baricentric orbits are possible, and some of the orbital mechanics in the systems we’ve seen are pushing the boundaries of our theories regarding how solar systems form. We don’t have the rule book, it seems.

It’s $14 and worth the cost if you’re a BSG fan.