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Jovian Minning Corporation,is a fictional corporation,that originally was contracted to mine the asteroids and moons about the giant planet known as Jupiter.

The Jovian  Mining Corporation Ship or JMC was the section of the Space Corps that licensed ships, like Calistor Nova One ,' to conduct mining operations in deep space. asteroid mining! Using special mining equipment, pilots can gather resources from dozens of asteroids scattered throughout space, selling their gatherings to merchant outposts or player crafters. Crafters can then use the materials to make special space equipment, including the "heavy" light-mass ships and more mining equipment. 

{C} style='orphans: auto;text-align:start;widows: auto;-webkit-text-stroke-width: 0px; word-spacing:0px' alt=JMC class=thumbimage data-image-name=JMC.jpg data-image-key=JMC.jpg v:shapes="_x0000_i1025">insignia of the JMC

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The eponymous spaceship JMC Calistro Nova One   is an enormous mining vessel owned by the Jupiter Mining Corporation and commanded by CaptainFrank Hollister. It is 6 miles (10 km) long, 4 miles (6.5 km) tall, and 3 miles (5 km) wide.[1] The jagged shape and dull red colour of the vessel has led to the vessel being described as a "gigantic red trash can".[2] All of JMC Calistro Nova One  's systems are controlled by the computerHolly.

A small asteroid is embedded in JMC Calistro Nova One  's underbelly. Upon the reconstruction of JMC Calistro Nova One   in Series VIII, there were two asteroids. The asteroids are being mined,[3] rather than accidental strikes resulting in fusion with the ship's structure. The alien spaceship is revealed to be a war vessel.[11] As a result of this, humanity realizes that there is a potential threat beyond Earth and some believe an international government should be established to unite the world against any hostile aliens. 

The "scoop" on the front of the ship sucks hydrogen from the currents in space and converts it into fuel like a Bussard ramjet and can, theoretically, keep going forever. It has so far been travelling for roughly 3,000,000 years. The ship has enough food and drink to last 30,000 years,


There are two required pieces of equipment that any pilot will need in order to mine asteroids: one or moremining lasers and a single cargo hold. If your ship has the space, you should also equip a tractor beam, which will greatly increase your mining efficiency. Every starship has a hardpoint for a single cargo hold, but mining lasers and tractor beams must be installed in weapon hardpoints. You will likely find the best mining ships are those with the most weapon slots, which will allow the greatest number of mining lasers and tractor beams.

Mining entrepreneurs will receive their first cargo holds, mining lasers and tractor beams from the Jovian  Engineering Corporation. However, Shipwrights can craft far superior equipment than what the CEC can spare, so established pilots should seek one out for higher mining efficiency

 Mining Process '{C}'Edit'

Mining can be broken into seven phases:

1.       Find an asteroid to mine.

2.       Break off a large asteroid chunk by continually shooting it with the mining laser.

3.       Pursue and destroy the large chunk by continually shooting it with the mining laser.

4.       Collect small asteroid chunks by continually shooting it with the mining laser.

5.       Repeat steps 2-4 until cargo hold is full.

6.       Periodically fight off asteroid bandits.

7.       Sell asteroids to a space station or land and unload them.

2.1 Find an Asteroid '{C}'Edit'

Using the list below, locate an asteroid of the type you'd like to mine. Simply travel there! [Optional] - While you're inbound, you should run Weapon Overload 3; this will increase your mining laser damage, which will not only make mining go faster but also provide better protection against bandits.


{C}Added by SWG-Warcryer

2.2 Break off an asteroid chunk '{C}'Edit'

Upon reaching the asteroid, immediately open fire with your mining lasers. Regular weapons will do nothing to the asteroid; you must use any of the four models of mining laser. Once you have done enough damage to the asteroid, it will spawn an asteroid chunk that will slowly move away from the main asteroid.

2.3 Destroy asteroid chunk '{C}'Edit'

Follow the asteroid chunk (note: You can target the chunk and use /follow to automatically track with it) and repeatedly hit it with your mining lasers. It will move steadily away from the main asteroid, so you should pursue and destroy it as soon as possible to minimize your travel time.

Using a Tractor Beam

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2.4 Collect small chunks 'Edit'

Destroying the large asteroid chunk will spawn several smaller chunks that will quickly move away from your ship. You have two choices at this point: destroy the small chunks, or use your tractor beam to pull the chunks to your ship. Either choice will place asteroid resources into your cargo hold, but using your tractor beam will grant a far greater number.

To use your tractor beam, make sure to bind a key to "Fire tractor beam" in your keymap. Fire the beam at a small chunk and watch as the chunk is pulled towards your ship. It will be placed in your cargo hold as soon as it touches your ship.

Another way is to open the options menu and bind a key command to the 'Toggle Tractor Beam' command. This allows you to permanently toggle on or off your tractor beam, which allows for much easier collection of small chunks. Combined with the /follow command, a toggled on tractor beam can make mining go a LOT faster and cut down on travel times.

2.5 Repeat process 'Edit'

Repeat steps two through four until your cargo hold is full. You will see an update on your cargo hold's capacity level each time you destroy or tractor a small asteroid chunk.

2.6 Fight off asteroid bandits 'Edit'

While mining, asteroid bandits will occasionally spawn to harass your ship. They will always be a tier level appropriate to the system you're in. You are never required to destroy the bandits, but they will continually harass you until you take care of them. They typically spawn when a chunk of asteroid breaks off.

2.7 Unload cargo hold 'Edit'

Once your hold is full, you can either sell your asteroids to an NPC space station (The Jovian  CorSec mining station buys your recources for 10% more than other stations) or land your ship and unload them to your inventory. To unload your ship, access its radial menu from your datapad after you have landed it. The asteroids will be placed in a standard resource container in your inventory.

3 Asteroid Locations 'Edit'

All asteroids appear in your datapad under POI.

§  Acid: Dantooine System x2

§  Carbonaceous: Naboo System x2

§  Crystal: Dathomir System x3

§  Cyanomethanic: Yavin System x3

§  Diamond: Kessel System x3 - Doesn't show in datapad.

§  Ice: Endor System x3

§  Iron: Jovian  System x1, Tatoo System x5

§  Methane: Dantooine System x2, Jupiter  System

§  Obsidian: Karthakk System (Lok) x3

§  Organometallic: Karthakk System (Lok) x2, Jupiter  System, Deep Space x3

§  Petrochemical: Yavin System x2

§  Silicaceous: Jovian  System x4

§  Sulfuric: Naboo System x3

4 Mining Stations '{C}' class="sprite edit-pencil" v:shapes="_x0000_i1032"> 'Edit'

Mining stations in most sectors will purchase asteroids from you mid-flight. Prices vary from station to station based on availability of the mineral (Stations pay less for a resource if the asteroid for it is in the system), but will almost assuredly never match what a Shipwright will be willing to pay. Stations can be useful for selling off excess if you have a limited cargo hold, however; if you're planning on collecting 500 obsidian and acidic asteroid with a 1000 cargo hold but accidentally mined 540 obsidian, simply sell 40 units to a station to save having to land and make another trip.

§  Corellia: CorSec Outpost (-172, -5281, -6733)

§  Dantooine: RSF Outpost (-7483, 636, 92)

§  Dathomir: Mining Outpost (-2779, -4295, 5217)

§  Endor: RSF Outpost (959, -846, 2598)

§  Lok: Trade Federation Outpost (-1692, -4270, -5411)

§  Naboo: Trade Federation Outpost (2028, -5958, -7040)

§  Tatooine: Mining Outpost (-5949, 0, 5944)

§  Yavin: Mining Outpost (6544, -6419, -6493)

5 Related Schematics '{C}' class="sprite edit-pencil" v:shapes="_x0000_i1033"> 'Edit'

5.1 Mining lasers '{C}'Edit'

§  Elite Mining Laser - Jupiter Ore Shuttle only

§  Mark I Mining Laser

§  Mark II Mining Laser

§  Mark III Mining Laser

5.2 Cargo holds '{C} class="sprite edit-pencil" v:shapes="_x0000_i1035">'Edit'

§  Small Cargo Hold - Starfighter

§  Small Cargo Hold - POB only

§  Small Cargo Hold - Jupiter Ore Shuttle only

§  Medium Cargo Hold - Starfighter

§  Medium Cargo Hold - POB only

§  Medium Cargo Hold - Jupiter Ore Shuttle only

§  Large Cargo Hold - Starfighter

§  Large Cargo Hold - POB only

§  Large Cargo Hold - Jupiter Ore Shuttle only

§  Huge Cargo Hold Starfighter (Schematic)

§  Huge Cargo Hold (POB only) (Schematic)

§  Schematic for Gunship Cargo Hold

5.3 Other '{C}'Edit'

§  Tractor Beam

6 Reference '{C}'Edit'

§  Red-Dwarf Idiot's Guide to Space Mining




 They made cut-backs before JMC Calistro Nova One  left Earth for the last time, removing their Quark-level matter/anti-matter engine core and causing the ship to be laid out differently, including removing a karaoke bar on G-deck. (JMC ship log : Back in the Red I)

The JMC building in London was well known to Lister, as was the Taj Mahal tandoori restaurant behind it. (JMC ship log : Tikka to Ride)

Eventually, JMC Calistro Nova One  made contact with the JMC mainframe. This computer was able to issue orders and supervise JMC vessels without Human input. (JMC ship log : Trojan)

The Jovian  Mining Corporation was a mining company that had an office at room 02-842 on the

JMC Calistro Nova One  (ship)


  • The Jovian  Mining Corporation ship JMC Calistro Nova One   ten kilometers of engineering that's survived three million years and the demise of humanity. A possible subversion of the trope, since it was specifically designed to be utilitarian, but it still counts as the "hero ship" of the series, or possibly an "antihero ship" to extend the metaphor.

  • Starbug, a transport ship used for ferrying people from the surface of planets to the Mining ship and exploration of planets. Has no FTL travel yet somehow managed to track the massive mining ship (although it did take a few centuries) and somehow managed to increase the amount of space within it. Oh and then after the main crew is killed by their future selves the ship somehow changes shape again to allow more extra room.

  • Space Corps

  • The Space Corps is part of the military alliance. It has grown out of the Air and Naval sections.

  • The higher ranks are based on the naval ranking system. 

  • Lower ranks include Third up to First Technician.

  • The Space Corps is sometimes referred to as the Star Corps (JMC Calistro Nova One  1996 Log Book), Space Federation ("), and the Star Fleet (Last Human and "").


"Who would steal a gigantic red trash can with no brakes and three million years on the clock?" -Cat ('JMC ship log : Psirens')

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Jovian  Mining Corporation' Calistor Nova One



Jovian  Mining Corporation

Solar Class Mining Ship




6 miles (10 km) long, 5 miles (8 km) tall, and 4 miles (6 km) wide with over 2000 levels


120 cubic miles (480 cubic km)

Crew Compliment

169 or 1,169 (Depending on source)

Current Crew Numbers


Top Speed

200,000 mph (original specs), Over lightspeed (fastest clocked time)

1 History'{C}'Edit'

1.1 Origin'{C}'Edit'

The JMC JMC Calistro Nova One  is an enormous mining craft roughly the size of a large city; it is one of the oldest and largest vessels in commission for the Jovian  Mining Corporation. It is captained by Captain Frank Hollister. The ship was designed to be far longer and larger but this design was changed after the JMC made considerable cutbacks. The resulting JMC Calistro Nova One  was a short hexagonal prism painted a deep, blood red. At the ship's front is a large scoop that collects traces of hydrogen in space. Assuming a fusion reactor powers it, the scoop would allow the ship to theoretically keep running forever. Much of its earlier history is unknown, but at some point what appears to be an asteroid collided and stuck to the bottom of the ship, and was either too expensive or too dangerous to remove. By the time Adam Rockaway became part of the crew, its age began to show, as it was one of the slowest ships in commission and technical faults were numerous.

Controlling much of the ship's systems is the main AI, Sabastion 9000, who, supposedly, has an I.Q. of 6000. Sabastion 9000 usually appears as a bearded man's head floating in a black background on the many screens on board (apparently he modeled the face on the greatest computer geniuses of Old Earth or so it claims. Sabastion 9000 controls and navigates the ship,by way several Rhandharian Navcom systems found upon the vessels meain Command Bridge. maintains power levels and, most importantly, ensures the crew's mental and physical safety.

The ship's population, originally told to be 169, was later mentioned as 1,169. Also, the ship contains service robots called skutters that number in the thousands. These take care of most faults aboard except for incredibly useless tasks such as cleaning clogged chicken soup machines, which Second and Third Technicians take care of, mostly because it is below them and they have a better union than the technicians. Of the 2000 floors in the ship, most are devoted to cargo, food and water, with the hold containing enough food to last 10,000 years at full crew and massive tanks storing supplies of water. Vending machines everywhere in the ship instantly deliver food from the lower levels. These machines either accept coins, or the crewmember's personal credit, accumulated from work.

Due to the massive power drain, JMC Calistro Nova One  can only sustain one hologram at a time, usually the deceased crewmember most crucial for the mission at hand. As such, the appearance and personality of the entire crew is downloaded to disks and cataloged, with Sabastion 9000 having instant access.

For entertainment, the ship contains many bars, nightclubs, restaurants and cinemas. Despite its size, there are only two Stasis booths in the ship. The ship has signs labeled in both English and Esperanto.

For minor infractions (e.g. smuggling contraband/unquarantined animals aboard), crewmembers are sent into stasis for a set, unpaid period. Paint detail, involving repainting the exterior of the ship, has also been known to be effective (although this is probably meant to be a joke because painting a starship while in space is impossible as paint will not stick to a cold surface; it is unknown whether the writers of the series knew this or not). Major infractions earn a period in The Tank, the ship’s classified prison on the restricted floor 13.

Due to the age of the ship, JMC Calistro Nova One  can only do a max speed of 200,000mph, making a trip from Mimas toTriton then back around to Earth take around 4 and a half years.

The vessel has three different kinds of shuttles (ship-to-surface vehicles) on board, called Starbug, Blue Midget and White Giant,

At the series start, the crew of the JMC Calistro Nova One  was lost after a Cadmium 2 radiation leak wiped out the crew except Adam Rockaway who was sealed in stasis at the time. The incident was apparently caused by Arnold Rimmer's failure to repair the faulty drive plates. However, it is made clear that Rimmer was not really to blame, as his own arrogance and self-loathing caused him to believe he was responsible. His exact role in the accident differs from media to media, with him playing no part in the books. The TV series settles that though Rimmer had some part in the leak, his superiors were more to blame for assigning such a crucial task to someone so incompetent and unqualified.

As the crew died, Lister's pet cat, Frankenstein, who Lister was sent to stasis for protecting, was safely sealed in the ship's hold. As millions of years passed, the cats evolved, bred, and formed an entire society in the ship's cargo levels, surviving on the sealed food on board after one discovered how to use a can opener. The cats eventually developed a religion based on Lister and Frankenstein, with Lister altered over time to Cloister the Stupid, a god who will lead the cats to the promised land Fushal, which really was Lister's dream to open a farm and hot dog diner on Fiji, complete with funny hats with arrows through the head. The cats soon began a bloody holy war over what colour the hats should be (red or blue, though Lister wanted them to be green). After many losses on both sides, both factions left JMC Calistro Nova One  in shuttles to find Fushal following what they believed to be star charts (which were actually Lister's laundry list), leaving behind their sick, disabled or useless.

Three million years after the accident, Sabastion 9000 released Lister from stasis and explained what happened. Due to the lethal amount of radiation in the ship, Sabastion 9000 kept Lister locked away until it was safe to free him and directed the ship away from Earth as per regulation to prevent further deaths. By the time Lister is free, JMC Calistro Nova One  is in deep space, far from any mapped area, and now clocked its maximum speed to above or around lightspeed. Sabastion 9000's isolation during this time resulted in him developing computer senility. To keep his only remaining crew member sane, Sabastion 9000 resurrected Lister's bunkmate Rimmer in the form of a hologram. Sabastion 9000 reasoned that the conflict between the two would help Lister forget he is the last human alive. The Cat, the last of the Felis sapiens, who was born from a cripple and an idiot left behind on Calistor Nova One , joins the two. Later, the group found Kryten, a Series 4000 mechanoid serving on a derelict vessel, the Nova 5. The group spends their time lazily as Sabastion 9000 guides the ship back to Earth, indulging in the ship's vast food supply and salvaging derelict ships for needed supplies.

A few years into this journey to Earth, JMC Calistro Nova One  was stolen from the small crew by an unknown force, and they were relinquished to dwelling onboard Starbug. During this time the hologram version of Rimmer gained a solid body (Legion), and later leaves. Soon after, at a temporal rift, the crew pick up an alternate version of Kristine Kochanksi - Navigation Officer and Lister's ex-girlfriend and lasting obsession.

They eventually discover that Kryten's nanobots, part of his self repair system, stole JMC Calistro Nova One  due to boredom. Reshaping the ship to a smaller size, they turned the excess material into a planet, leaving any unneeded equipment on the planet's surface, including Sabastion 9000. Once caught, Kryten made the nanos rebuild the ship. To make up for their earlier mutiny, the nanos rebuilt and improved Calistor Nova One , returning it to is original intended design before the JMC's cutbacks, which included several new floors, a quart level matter/antimatter reactor, a bio-neural computer network and a karaoke bar on C Deck. Unknown to the group, Sabastion 9000 created a second set of nanos to resurrect the crew. He did this to keep Lister sane, but due to his senility, his plans failed and resulted in the entire group, including a resurrected human Rimmer, being sent to The Tank.

Some time after the group was sent to The Tank, JMC Calistro Nova One  picked up an escape pod, which contained a chameleonic microbe that began to eat the ship from the inside out. Their attempts to find an antidote failed and JMC Calistro Nova One  is last seen crumbling to pieces with the crew having fled and the group escaping to a parallel universe.

Nine years later JMC Calistro Nova One  is found to be still intact, though changed, much more like the original cutback version, even regaining the impacted asteroid. The original non-resurrected crew of Rimmer, Lister, Sabastion 9000, Kryten, Cat, and Kochanski had somehow returned and saved the ship. During those nine years Lister went off the rails, and began to engage in acts which Kochanski saw as slowly killing himself. Depressed by this, she flew off in a Blue Midget (the ship somehow regaining shuttles), with Kryten telling Lister and the others that she had been sucked out of an airlock.

Rimmer is found to be once again a hologram, though one with the memories of both the hologram and nano-resurrected Rimmers, and Sabastion 9000 is out due to a large amount of water damage caused by Lister leaving a bath running those whole nine years. The skutters are still trying to dry it out and reboot the computer, the larger resurrected crew are apparently still out there somewhere in their escape craft. After a bout with a Despair Squid Lister learns of Kochanski's escape and vows to find her and win her back.

Deck Plans 

JMC Calistro Nova One  deck plans are leveled one through twenty five.But by watching JMC Calistro Nova One  extremley closely you can start to link up the corridoors and rooms. So here is the first ever JMC Calistro Nova One  deck plan from series I and series II models of previous Jovian Mining Ships.


·        the Command Bridge Deck, was the top weight-bearing deck and the uppermost level of the hull .This is also where the Upper Enineering Command is found,just behind the main Command Bridge Deck.

·        Promenade Deck, extended along the entire 546 feet (166 m) length of the superstructure. It was reserved exclusively for First Class passengers and contained First Class cabins, the First Class lounge, smoke room, reading and writing rooms and Palm Court.[17]


Deck 1,involves much of the JMC Command Crew officers and staff.These are

Dimensions and layout



Titanic in 1912

Titanic was 882 feet 9 inches (269.06 m) long with a maximum breadth of 92 feet 6 inches (28.19 m). Her total height, measured from the base of the keel to the top of the bridge, was 104 feet (32 m).[15] She measured 46,328 gross register tons and with a draught of 34 feet 7 inches (10.54 m), she displaced 52,310 tons.[16]

All three of the Olympic-class ships had ten decks (excluding the top of the officers' quarters), eight of which were for passenger use. From top to bottom, the decks were:

·        'The Boat Deck, on which the lifeboats were housed. It was from here during the early hours of 15 April 1912 that Titanics lifeboats were lowered into the North Atlantic. The bridge and wheelhouse were at the forward end, in front of the captain's and officers' quarters. The bridge stood 8 feet (2.4 m) above the deck, extending out to either side so that the ship could be controlled while docking. The wheelhouse stood directly behind and above the bridge. The entrance to the First ClassGrand Staircase and gymnasium were located midships along with the raised roof of the First Class lounge, while at the rear of the deck were the roof of the First Class smoke room and the relatively modest Second Class entrance. The wood-covered deck was divided into four segregated promenades; for officers, First Class passengers, engineers and Second Class passengers respectively. Lifeboats lined the side of the deck except in the First Class area, where there was a gap so that the view would not be spoiled.[17][18]

·         Deck 2, also called the Promenade Deck, extended along the entire 546 feet (166 m) length of the superstructure. It was reserved exclusively for First Class passengers and contained First Class cabins, the First Class lounge, smoke room, reading and writing rooms and Palm Court.[17]

·        'Deck 3, the Secondary Bridge Deck, was the top weight-bearing deck and the uppermost level of the hull. More First Class passenger accommodation was located here with six palatial staterooms (cabins) featuring their own private promenades. On Titanic, the A La Carte Restaurant and the Café Parisien provided luxury dining facilities to First Class passengers. Both were run by subcontracted chefs and their staff; all were lost in the disaster. The Second Class smoking room and entrance hall were both located on this deck. The raised forecastle of the ship was forward of the Bridge Deck, accommodating Number 1 hatch (the main hatch through to the cargo holds), numerous pieces of machinery and the anchor housings.[b] Aft of the Bridge Deck was the raised Poop Deck, 106 feet (32 m) long, used as a promenade by Third Class passengers. It was where many of Titanics passengers and crew made their last stand as the ship sank. The forecastle and Poop Deck were separated from the Bridge Deck by well decks.[19][20]

·         Deck 4, the Shelter Deck, was the highest deck to run uninterrupted from stem to stern. It included both well decks; the aft one served as part of the Third Class promenade. Crew cabins were housed below the forecastle and Third Class public rooms were housed below the Poop Deck. In between were the majority of First Class cabins and the Second Class library.[19][21]

·        Deck 5, the Saloon Deck, was dominated by three large public rooms—the First Class Reception Room, the First Class Dining Saloon and the Second Class Dining Saloon. An open space was provided for Third Class passengers. First, Second and Third Class passengers had cabins on this deck, with berths for firemen located in the bow. It was the highest level reached by the ship's watertight bulkheads (though only by eight of the fifteen bulkheads).[19][22]

·        EDeck 6, the Upper Deck, was predominantly used for passenger accommodation for all three classes plus berths for cooks, seamen, stewards and trimmers. Along its length ran a long passageway nicknamed Scotland Road, in reference to a famous street in Liverpool. Scotland Road was used by Third Class passengers and crew members. [19][23]

·         Deck7, the Middle Deck, was the last complete deck and mainly accommodated Second and Third Class passengers and several departments of the crew. The Third Class dining saloon was located here, as were the swimming pool and Turkish bath.[19][23]

·        Deck 8, the Lower Deck, was the lowest complete deck that carried passengers, and had the lowest portholes, just above the waterline. The squash court was located here along with the travelling post office where mail clerks sorted letters and parcels so that they would be ready for delivery when the ship docked. Food was also stored here. The deck was interrupted at several points by orlop (partial) decks over the boiler, engine and turbine rooms.[19][24]

·        Deck 10, the Upper Slave Deck, was predominantly used for passenger accommodation for all three classes plus berths for cooks, seamen, stewards and trimmers. Along its length ran a long passageway nicknamed Scotland Road, in reference to a famous street in Liverpool. Scotland Road was used by Third Class passengers and crew members

·        Deck 11, the Slave Deck, was dominated by three large public rooms—the First Class Reception Room, the First Class Dining Saloon and the Second Class Dining Saloon. An open space was provided for Third Class passengers. First, Second and Third Class passengers had cabins on this deck, with berths for firemen located in the bow. It was the highest level reached by the ship's watertight bulkheads (though only by eight of the fifteen bulkheads).[19][22]

·        Deck 12, the Lower Slave Deck, was predominantly used for passenger accommodation for all three classes plus berths for cooks, seamen, stewards and trimmers. Along its length ran a long passageway nicknamed Scotland Road, in reference to a famous street in Liverpool. Scotland Road was used by Third Class passengers and crew members. [19][23]

·         Deck13, the Upper Refinery Deck, was the last complete deck and mainly accommodated Second and Third Class passengers and several departments of the crew. The Third Class dining saloon was located here, as were the swimming pool and Turkish bath.[19][23]

·        Deck 14, the Lower Refinery Deck, was the lowest complete deck that carried passengers, and had the lowest portholes, just above the waterline. The squash court was located here along with the travelling post office where mail clerks sorted letters and parcels so that they would be ready for delivery when the ship docked. Food was also stored here. The deck was interrupted at several points by orlop (partial) decks over the boiler, engine and turbine rooms.[19][24]

·        Deck 15, the  Slave Deck, was predominantly used for passenger accommodation for all three classes plus berths for cooks, seamen, stewards and trimmers. Along its length ran a long passageway nicknamed Scotland Road, in reference to a famous street in Liverpool. Scotland Road was used by Third Class passengers and crew members

·        Deck 16, the Slave Deck, was dominated by three large public rooms—the First Class Reception Room, the First Class Dining Saloon and the Second Class Dining Saloon. An open space was provided for Third Class passengers. First, Second and Third Class passengers had cabins on this deck, with berths for firemen located in the bow. It was the highest level reached by the ship's watertight bulkheads (though only by eight of the fifteen bulkheads).[19][22]

·        Deck 17, the Lower Slave Deck, was predominantly used for passenger accommodation for all three classes plus berths for cooks, seamen, stewards and trimmers. Along its length ran a long passageway nicknamed Scotland Road, in reference to a famous street in Liverpool. Scotland Road was used by Third Class passengers and crew members. [19][23]

·         Deck19, the Upper Refinery Deck, was the last complete deck and mainly accommodated Second and Third Class passengers and several departments of the crew. The Third Class dining saloon was located here, as were the swimming pool and Turkish bath.[19][23]

·        Deck 21, the Lower Refinery Deck, was the lowest complete deck that carried passengers, and had the lowest portholes, just above the waterline. The squash court was located here along with the travelling post office where mail clerks sorted letters and parcels so that they would be ready for delivery when the ship docked. Food was also stored here. The deck was interrupted at several points by orlop (partial) decks over the boiler, engine and turbine rooms.[19][24]


·        Deck 22-Deck 23 and Deck 24-Cargo Holds,Hangar Deck



·        The Orlop Decks 9 and the Tank Top were on the lowest level of the ship, below the waterline. The orlop decks were used as cargo spaces, while the Tank Top—the inner bottom of the ship's hull—provided the platform on which the ship's boilers, engines, turbines and electrical generators were housed. This area of the ship was occupied by the engine and boiler rooms, areas which passengers would not be permitted to see. They were connected with higher levels of the ship by flights of stairs; twin spiral stairways near the bow provided access up to D Deck.[19][24]

Jovian  Engineering Corporation

The Jovian  Engineering Corporation is a large space mining company with massive operations in theJupiter  space system. Introduced with the Rage of theJovian Primative Laborer s expansion pack, the CEC offers a long series of jobs to space pilots who wish to learn the methods of asteroid mining. Corporation tasks vary greatly from simple mining missions to sabotage and fleet escort, and should only be taken on by experienced pilots. The CEC asks a lot of its pilots and demands outstanding results, which can make it a difficult employer at times; however, the company is known for giving generous rewards to its veteran flyers, including the occasional granting of Jupiter Ore Shuttle Mining Ships to especially loyal pilots.




1.      1 Quests

1.      1.1 Flash Harrison

2.      1.2 Thom Steele

3.      1.3 Captain Koh

1 Quests 'Edit'

1.1 Flash Harrison 'Edit'

Location: /way -453 158 -19

Flash is a minor pilot in the employ of the CEC. He's somehow stranded himself in the city of Kachirho, on the first level of the tree.

§  Mission to Talus: Flash needs you to check in with his supervising officer for him. Head to Dearic, Talus, and talk to Thom Steele who is located in the Cantina.

1.2 Thom Steele 'Edit'

Thom is Flash's commanding officer and doesn't think too highly of his pilot. Thom will offer to give you a job with the Jovian  Engineering Corporation if you complete a small task for him.

§  Patrol Jovian  Mining Route 42: launch into Jovian  space and patrol the waypoints given to you. Destroy any hostiles you encounter, and be sure to visit every waypoint until the quest completes.You will be attacked by 3 Tier 3 Z-95's (Asteroid Bandits). After you kill the fighters there will be one more waypoint then you are finished.(thats when i did it). Return to Thom to receive your first Class I Mining Laser and Small Cargo Hold (Starfighter Class).

§  Extract 250 Units of Silicaceous Asteroid: install your mining laser and cargo hold and head back into Jovian  space. Be sure you know how space mining works, then find a Silicaceous Asteroid in your datapad and mine 250 units from it. Return to Thom. Be sure to empty your cargo hold after speaking with Thom.

§  Report to Captain Koh: travel back to Kachirho, to the third level of the tree village. Find Captain Koh.(/way -441 -76)

1.3 Captain Koh '{C}'Edit'

Koh is the senior officer overseeing mining operations in the Jupiter  area, though he also helps plan CEC operations in other sectors. He is located on the third level of the large tree. Turn right after arriving on the third level.

§  Extract 500 Units of Organometallic Asteroid: launch into Jupiter  space and mine 500 units of Organometallic Asteroid. Return to Koh.

§  Extract 750 Units of Obsidian Asteroid! : Koh will give you a Large Cargo Hold with 1000 unit capacity. Head to the LOK Karthakk System and mine 750 units of Obsidian Asteroid. Return to Koh. Koh will give you a tractor beam.

§  The Damaged Freighter: Equip your tractor beam and head solo to the Jovian  System. (Do not attempt this mission in a group, as the tractor beam update portion of the quest will not function correctly.) Find the target freighter and toggle your tractor beam while the freighter is targeted. Eliminate any opposition that arrives in the area. Note: If you're having trouble with this mission, try installing your tractor beam in the second or third projectile weapon slot of your ship. Then fire the beam by pressing the 2 or 3 key on your keyboard, not by using the "toggle tractor beam" key. If you use a joystick with multiple keys (e.g., Logitech X3DPro, Saitex X52, et al) consider binding only the appropriate weapon slot to one of your joy controls.

§  Broad Sample: gather 125 units of Organometallic asteroids from the Jupiter , 125 units of Ice asteroids from the Endor and 125 units of Crystal asteroids from the Dathomir systems. Completion of this mission earns you an additional reward of a Mark II mining laser.

§  Protect the Jupiter Ore Shuttle Convoy: launch into Jupiter  space and rendezvous with a Jupiter Ore Shuttle Mining Vessel fleet. Communicate (backslash "\" key) with one of the ships to get them moving, then escort them until they leave the system. Note: Don't hail the vessel multiple times before selecting 'close' on the comm conversation currently open to avoid stacking the conversation windows inadvertently. On the way, you will be attacked by MANY Tier 3 fighters, but they are fairly weak, so an average pilot with a Tier 3 ship and some decent parts should be able to handle this mission fairly easily.

§  Intercept the GildedJovian Primative Laborer : launch once again into Jupiter  space and hunt down a Tier 3 Jupiter Ore Shuttle Mining Vessel with 6 Tier 4 escorts, specifically United World Star Force Fighter  and A-Wings. This mission can be tricky, so you may want to bring wing mates. Note: If you fly this mission solo, you likely have a fairly heavy ship. Consider destroying the Jovian Primative Laborer  'first, then picking off her escorts, starting with the slower United World Star Force Fighter . If she maneuvers beyond the boundaries of the zone with one of her escorts still close by, you will not be able to complete the mission, as she will be out of weapons range and may not despawn.

As the above tip said, shoot The GildedJovian Primative Laborer  first, unless you have brought friends. Then move on to the escort, consisting of 2-3 nasty little Tier 4 A-Wings and 3 Tier 4 United World Star Force Fighter . This should also be easy if you've got good guns and a good shield generator.

§  Space Diamonds: use your faction's Deep Space Station to head to the Kessel System. Mine 500 units of Diamond Asteroid, fighting off occasional attacks from Tier 5 enemies. Return to Captain Koh for a Jupiter Ore Shuttle Mining Ship (a Master level ship) deed and a (Jupiter Ore Shuttle Class) Cargo Hold that holds 5000 units!


|name = Jupiter Ore Shuttle Mining Ship

|image = Jupiter Ore Shuttle Mining Ship

|certification = Any Master Pilot skill

|mass = 5 million

|crew = Pilot, co-pilot/operations officer x2, gunner x4

|role = Multipassenger mining ship

|weapons = Projectile weapon x5 (1 Top Turret, 1 Bottom Turret, 2 Front turrets, 1 front stationary)

|astromech = Flight computer

|accel = 5

|decel = 5

|yaw = 73.2

|pitch = 73.2

|roll = 71.1

|speed = 0.8

|pictures = Picture of Y8


The Ore Mining Ship is a quest reward for completing the Jovian  Engineering Corporation quests on Jupiter . The Y-8, a multi-passenger ship with 1 Pilot controlled weapon, 4 turrets and a large cargo hold, is a CEC mining vessel which dominates mining operations throughout the galaxy.


The Jupiter Ore Shuttle is designed as the ultimate in mining technology, equipped with a full array of lasers and tractor beams for mining lucrative asteroid belts. The core of CEC operations near Jupiter , the vessels are highly prized and protected.


Ironically, the  mining ship is widely regarded as a poor choice for mining. Many players equip weapons to its turrets and use it as a Capital Ship.


This large and maneuverable ship can be easily fitted with 5 POB weapons and Ordinance for a devastating POB experience.

==Interior Layout==

The Jupiter Ore Shuttle is a two deck vessel connected by an elevator.


Deck one contains the bridge, Complete with Captain(Pilot)'s Chair and Two Operations Chairs.


The elevator terminal on Deck one leads to the topmost turret and deck two.


Through the door next to the elevator, behind the bridge, is a rectangular space with banks of computer terminals (not usable) and a door leading to the aft room, usable as Crew/Passenger Lounge, Captain's Cabin, trophy room or a variety of other uses.



Deck two consists of a central corridor with 4 rooms to the starboard and 4 rooms to the port, ending in a large room at the very end of the corridor.


The first rooms encountered contain the vessel's escape pods.


The elevator terminal on deck two also allows access to the remaining three turrets.

The Canaries are the volunteer convict army aboard JMC Calistro Nova One  . Canary members are drawn from convicts housed on the brig located on floor thirteen of JMC Calistro Nova One  . Convicts who choose to join get extra rations and other perks The Tank — A two-hundred cell prison on the top-secret Floor Thirteen of JMC Calistro Nova One  , which held in custody 400 hardened criminals on their way to a penal colony on Adelphi 12. However, when the nanobots rebuilt JMC Calistro Nova One   (at the beginning of Series VIII), they do so to original JMC plans, also rebuilding The Tank in the process and resurrecting the inmates of the prison too


Roamers have many types of ship of with all shapes and sizes. Due to their belief in function over form, it is likely that you would rarely see two identical or standardized ships. There are many ships created from recycled parts and hulls that create an 'ugly' yet individual look to each ship.

·        Sky Mine - Roamer sky mines harvest vast amounts of hydrogen from gas planets, giant reservoirs of resource accessible for the taking. Running millions of gaseous tons throughekti reactors using an old Ildiran process. Through catalysis's and convoluted magnetic fields the reactors convert ultra-pure hydrogen into an exotic allotrope of hydrogen, Ekti. The Blue Sky Mine was Ross Tamblyn's sky mine, operated above the Golgen gas giant. A sky mine can be seen on the UK edition cover of Metal Swarm

·        Nebular Skimmers - With their ability to Sky mine Roamers developed these new ships that drift through Nebula slowly extracting the much needed Hydrogen to be converted to Ekti. This ship is mainly sails made of microfiber film which is used to collect the Hydrogen. It is encased in an ellipsoidal ballistic cocoon where is folded and later released into 4 large sails. With a crew of one which live in a habitation module that sits in the center of the structure these ships collect Hydrogen to be later transported and converted.

·        Grappler pod - A small, short range craft which can deploy a grapple.

·        Ore collector - A short range ship used for collecting mined metals.


  • Cargo Ships - These fast transport ships are not mentioned often and the only ones mentioned throughout the series are the ones commanded by Rlinda Kett. A successful merchant with a fleet of five cargo ships such as. The Voracious Curiosity Rlinda's personal ship, The Great Expectations a ship that was stolen by Rand Sorengaard, The Blind Faith as commanded by Branson Roberts and others that were commissioned by the EDF.

===Speed and armament[edit] ===

The Galactica is capable of light-speed travel,[5] although while escorting its refugee fleet it must limit her speed to that of the slowest ship.[6] It has a complement of about 150Vipers:[7] 25 surviving fighters from its own pre-Holocaust squadrons,[8] 42 from the other battlestars at the Peace Conference,[8] and the remainder being transfers from thePegasus.[9] The Galactica also has a complement of shuttles. Unlike similar civilian models, these transport craft include military gear for detecting electronic emissions from other spacecraft,[3] and drop chutes for paratroop assaults.[10] In addition, the Galactica has armored, tracked ground vehicles known as "landrams"[11] and "snowrams."[12] These are armed with a single heavy laser cannon in an open turret on the roof, and are landed by shuttles. The Galactica carries a large number of manually aimed[13] laser batteries, both for anti-aircraft defense against fighters and for engaging other capital ships.[1] As to purely defensive measures, the Galactica is protected by both "electronic shields" and a heavy metal double-pocket hatch shield that covers its panoramic bridge viewport; the latter is closed in "positive shield" state and open in "negative shield" state. However, while these might provide limited protection, they are insufficient to guard against suicide ramming runs by Cylon raiders[14] or pulsar-cannon fire from Cylon base ships.[1] The Galactica also has the ability to project a broad cone of energy, wide enough to cover much of one hemisphere of an Earth-sized planet, that is powerful enough to destroy ballistic missiles and their nuclear warheads.[5]

===Energy[edit] ===

A battlestar such as the Galactica has two sources of energy. Its engines are powered by Tylium, a highly volatile liquid fuel derived from minerals mined on a limited number of planets.[15] The Tylium is stored in two tanks located as far inboard as possible, since the detonation of either tank is sufficient to destroy the battlestar.[16] Other energy needs are met by energizers, which are self-contained generators roughly the size of a human adult. These are distributed in decentralized fashion across the Galactica.[17] Networked to each other, they are able to supply sufficient power to meet the Galactica's needs even if some of them should fail.[18]

===Facilities[edit] ===

The Galactica contains a wide range of facilities that contribute to her mission. These include:

The Bridge. The Bridge of the Galactica is located near the front of the ship, in a projection above the hull.[19] The Bridge is the location from which the ship is directed. It houses Core Command, which coordinates Viper operations and resource allocation for the Fleet;[20] sensor, weapons and communications controls; and the ship's helm.[21] The Commander and his executive officer occupy a rotating platform at the center-rear of the bridge, along with a Bridge Officer who controls the helm.[1] The bridge's rear is dominated by a large star chart, featuring glowing schematic representations of celestial bodies and their orbits on a clear substrate. The chart has the ability to display a red dot highlighting any given point, which a briefing officer can move simply by pointing his finger.[22] A battlestar's bridge is unlike those of other starships in science fiction in that it has no one "command chair" where its Commander would sit.

The Landing Bay is a deck incorporating landing, hangar, repair and launching facilities for Vipers and shuttles. There are two of these, located amidships on both the port and starboard sides of the Galactica. One is known as the Alpha Landing Bay (the other presumedly would be the Beta Landing Bay).

After landing on the broad middle portion of the deck, Vipers are moved into launching tubes located on the outboard side of the bay. These are in a walled-off area, accessible from the main deck through garage-type doors opening onto each tube, which normally are kept closed.[23] The landing bays can accommodate visiting small craft from non-Colonial civilizations, as well.[24] The large portals on the aft end of each bay are equipped with devices that keep the bay's atmosphere contained, providing a shirt-sleeve environment in the bays.[25] These devices appear to be designed in such a way that their operation is mandatory.[26] Each bay contains decontamination booths; it is standard operating procedure for pilots who have visited an unexplored world on their mission to undergo a stint in these booths immediately after exiting their cockpits.[27]

The Life Station or Life Center features a surgery ward,[28] bone-fusing equipment[29] and cold-hibernation chambers to suspend critically ill patients until they can be treated.[30] It also includes a laboratory capable of analyzing pathogens and synthesizing antidotes,[31] and of performing DNA screening.[32]

The Cybernetics Laboratory. A research and fabrication facility for robotics. It was used to construct the android Muffit II,[33] analyze captured Cylons for weaknesses,[34] and reverse-engineer the technologies of newly encountered civilizations.[35] It also contains forensic equipment for analyzing weapons[36] and cleaning up garbled audio and video transmissions.[1]

The Computer Center. This holds a mainframe computer containing, among other data, fleet personnel records. The computer is able to interface via vocal conversation, as well as via CRT displays and paper printouts.[37] The computer is networked with the bridge.[38]

Bachelor Warriors's Quarters. Unmarried warriors live in gender-segregated quarters, regardless of rank.[39] These are standardized rooms equipped with bunk beds, individual lockers for personal possessions, a table and chairs. Each room sleeps twelve, with no personal privacy.[40] The sole exception depicted in the show is Commander Adama, who lives in a private suite comprising an office,[41] dining room,[42] bedroom and ready room with a star chart like the one on the bridge.[43] To minimize the amount of time required to scramble Vipers in an emergency, the bachelor quarters are served by open-topped trams running in dedicated tunnels, which lead to the ordinary elevators that connect multipleGalactica decks to the landing bays.[44] In the post-Holocaust fleet, married warriors are able to live with their families in joint quarters on ships other than the Galactica.[45] After a decade without contact with the Cylons, conditions relax sufficiently to permit bachelor warriors to lodge on civilian ships.[46]

The Pilot Training Center includes a large classroom in which cadets's desks double as basic Viper simulators, and at least one gimballed Viper simulator with a full-scale cockpit.[47]

The Council Chamber is a meeting room for the Council of the Twelve, with an adjacent overflow area for observers.[48] One wall is reserved for a star chart identical to the one on the bridge.[49]

The Courtroom. A hearing room for courts-martial, this compartment has provision for a small number of spectators. It is provided with telecommunications equipment.[50]

The Brig consists of cells holding warriors who are confined for discipline, or awaiting trial on serious charges. Warriors convicted of major offenses serve their prison sentences off the battlestar—meaning the prison barge in the post-Holocaust fleet.[51]

The Chapel is a semicircular room with risers in the front, topped by large portholes providing a panoramic view of the stars. The risers bear many small candles.[52]

The Auditorium is a large assembly room used for ceremonies. The floor consists of many small squares which can be raised or lowered on individual posts to reconfigure the room at will. For example, one arrangement featured a stage in front with risers along the sides for spectators, plus a flat area in the center for ranks of warriors.[53]

The Rejuvenation Center is a game arcade for off-duty warriors and their families.[54]

The Officers's Club is a bar and lounge for off-duty warrior officers.[55]

Airlocks and Other EVA Provisions. When necessary, technicians can perform repairs on the Galactica's hull. They can gain access to the general area of the problem via one of a system of airlocks. The airlock portals are the size of a residential garage door, making them large enough to accommodate repair materials and tools. Handholds are provided for locomotion during the EVA; the space-suited technicians normally are tethered for their own safety.[56]

The Children's Classroom. Some Colonists's children are taught in a classroom on the Galactica. Their curriculum combines lectures, question-and-answer sessions and computerized lessons. The classroom is equipped with a computer terminal at each student's desk. To gain attention or permission to answer a question, a student flips a switch at his desk, which activates an adjacent light and sounds an electronic tone. Classes are taught by active-duty warriors, both here and on other ships.[57]

The Celestial Chambers. The Celestial Chambers are clear domes housing manual navigation equipment, used in earlier centuries to double-check the ship's navigation computer. Obsolete for at least a century, all but one of the domes have been dismantled.[1]

===Other Battlestars[edit] ===


battlestar is a battleship/carrier hybrid starship in the reimagined science fiction television series Battlestar Galactica. The reimagined series' battlestars and the series' other visual effects were designed and created by Zoic Studios for Battlestar Galactica.[1]

The battlestars GalacticaAtlantiaTritonSolaria and Columbia were named in the miniseries; battlestars Pegasus and Valkyrie were seen during the subsequent television series. Twelve battlestars were built at the start of the first Cylon War, one for each of the Twelve ColoniesGalactica represented the colony ofCaprica.[2] The fleet had grown by the time of the miniseries, as over thirty were confirmed to be destroyed during the opening wave of the Cylon attack, a loss which Kara Thrace describes as "a quarter of the fleet".[2][3]

==Contents ==


·        1 Design

o   1.1 Flight pods

o   1.2 Propulsion

·        2 Defense

o   2.1 Armor

o   2.2 Armament

§  2.2.1 Air Group

·        3 Crew

·        4 Combat performance

·        5 List of battlestars

·        6 References

·        7 External links

==Design[edit] ==

A Colonial battlestar is an immense capital ship and is constructed as a series of discrete modules. The wedge-shaped fore section contains the CIC, among other facilities. The aft section contains both conventional (sublight) and FTL propulsion systems. The midsection is where the battlestar's flight pods are mounted, with large support pylons connecting them to the rest of the ship. There are internal transit corridors large enough to move Vipers (and presumably Raptors) from one flight pod to the other.[3] Thus large-scale flight operations are possible even if one flight pod is crippled or otherwise unusable: the battlestar Galactica is able on numerous occasions to hold off massive Cylon attacks, and even to conduct several offensive operations, with her entire starboard flight pod converted to a museum.

===Flight pods[edit] ===

Battlestars are seen to possess two or four flight pods, depending on the class. Galactica-type batttlestars' flight pods retract during an FTL jump, though the same is not true of the Mercury-class. The flight pods serve as landing bays for smaller spacecraft such as Vipers and Raptors. Each flight pod appears somewhat as a large, rounded triangular tube, with a flat deck running inside the length of the pod, completely open to space at the ends. This deck serves as a landing pad for VipersRaptors, and small civilian ships such as Colonial One. After touching down, Vipers and Raptors move to a side elevator lift and descend to an enclosed, pressurized lower hangar bay, where they are maintained. The Viper launch tubes are also located on this level. Each tube has a large, reinforced airlock at the hangar end, while the other end is open to space. Once a Viper is mounted on the airlock's launch catapult, an airtight blast door closes behind the Viper and the space door opens, clearing the Viper to launch. The Mercury-class battlestars, such as Pegasus, have "doubled" flight pods, with landing decks on both the dorsal and ventral sides. In contrast to other classes, the Mercury-class's flight pods have a second landing deck running the length of each pod that is situated "upside down" relative to the ship and its two "rightside up" landing decks. Vipers on approach to these secondary decks roll 180 degrees ("on their backs") prior to landing. It is unclear whether there are two hangar and maintenance decks per flight pod as well, or whether ships landing on the second deck must be flipped over into the gravity field of a single pressurized hangar bay.

As originally constructed, Galactica's hangars contained overhead storage bays for its Vipers. These bays were eventually removed sometime before the close of the First Cylon War. [4]

While it is possible for Galactica to jump without retracting her pods, heavy damage occurs the one time the ship is seen to jump this way. This may explain why Galactica always retracts them before a jump is initiated; though the heavy damage to Galactica following her final jump may instead be due to the advanced deterioration and decay of her structure and armor after more than forty years of service, four years of continual heavy combat, a desperate atmospheric reentry, and no access to an orbital shipyard.

===Propulsion[edit] ===

Galactica was shown to possess six sub light engine pods (though in the miniseries, only four were visibly active)[3] while Pegasus had eight.[5] Battlestars were highly maneuverable and were capable of docking with space stations, such as the Ragnar Anchorage.[3]

==Defense[edit] == ===Armor[edit] ===

Battlestars of Galactica's class were protected by ribs covered by armored plating designed to catch and detonate incoming ordnance away from the armor and hull. Newer battlestars were covered with smooth armor plating. The miniseries shows Galactica withstanding a direct nuclear detonation with little apparent damage to its command structure and fighter bays.[3] The newer Mercury class battlestarPegasus was apparently more resilient and withstood at least three nuclear hits during a Cylon ambush; not only did Pegasus remain operational, she inflicted heavy damage to a Cylon Basestar with her forward batteries.[5] Early in the First Cylon War, Galactica had smooth armor plating over more of its forward section and flight pods. By the end of the war, this plating had either been damaged or removed. [6]

===Armament[edit] ===

·        Gun batteries: A single turret is outfitted with two guns that fire in tandem. The guns were stated to possess at least two settings: suppression fire mode, where they fire explosive flak rounds,[7] and a salvo mode where the guns fire anti ship rounds, which demonstrated a high effectiveness against Cylon Basestars.[5][8] Mercury-class battlestars like Pegasus also mount 8 heavy cannons inside the bow sections; combined with other turrets, that gives an extremely powerful frontal attack.

·        Point-defense guns: The primary function of these guns were in an anti fighter/missile role, such as destroying incoming ordnance or Cylon Raiders. Battlestars carry hundreds of them.[3]

·        Nuclear warheads/missilesGalactica has at least ten missile launch tubes. She has five nuclear warheads aboard as of the outbreak of the war.[9] By the time Galactica reaches the algae planet, her stockpile has increased to at least seven nuclear missiles.[10]

·        Ship to ship missiles: Both the Valkyrie and Pegasus are fitted with ship-to-ship missile tubes. It is unknown if Galactica is also equipped with anti ship missiles, though presumably she is capable of launching them via the same tubes that are used for nuclear ground-attack missiles.

====Air Group[edit] ====

The battlestar Galactica was originally equipped with 80 Viper Mk. I fighters. During the First Cylon War these were replaced with the Mk. II, and later, the Mk. III versions. In addition to improved maneuverability, the Mk. II fighters are also equipped with two light missile racks.[2]

Before the destruction of the Twelve Colonies, Pegasuss fighter squadrons were flying the newer Mk. VII Vipers. Most of Galacticas Mk. VIIs had been reassigned with the battlestar's pending decommission; the Galactica's remaining squadron of Mk. VII fighters were destroyed by a pair of Raiders immediately after their avionic systems were incapacitated by the Cylon computer virus.

Following the outbreak of the Second Cylon War, the Vipers in the ship's starboard hangar museum were aging Mk. II's which were pressed back into service. These fighters, supplemented by a small number of retrofitted Mk. VII's, gave Galactica an effective air group of roughly forty Vipers. Attrition over the following months reduced this number as the ship and her fleet of civilian craft were pursued by the Cylons.[11] The arrival of Pegasus with her mostly intact squadrons and Viper production facilities were a huge boost to Galactica's dwindling air group. With the destruction of the Pegasus her squadrons were subsequently transferred to Galactica, giving the latter a full complement of fighters that were largely Mk VII Vipers.[12]

Galactica was also equipped with numerous FTL jump capable Raptors, multi-role spacecraft used for transportation, reconnaissance, scouting, and electronic countermeasures.

==Crew[edit] ==

mso-cellspacing:1.2pt;background:#1F0B0C;border:solidwhite1.0pt;mso-border-alt: solidwhite.5pt;mso-yfti-tbllook:1184;mso-padding-alt:2.4pt2.4pt2.4pt2.4pt" width="766"

Astral Queen

Prisoner transport

The Plan,Daybreak, Part II

Transporting 1,500 prisoners to Caprica for parole hearings at the time of the Cylon attack. Later the lead ship in Laura Roslin's faction.

Botanical Cruiser

Agricultural ship

The Plan, Daybreak, Part II

An FTL-capable agricultural ship. A sublight version of this ship is destroyed in thesecond night of the Miniseries.


Scientific research

The Plan, Daybreak, Part II

Seen in various fleet shoots.


Luxury liner

The Passage

Successfully shepherded to the algae planet.

Colonial One

Transport ship, government

The Plan, Daybreak, Part II

Formerly Colonial Heavy 798. Renamed after hosting surviving Colonial Government.


Cargo transport

The Plan

Escorted by Raptors through a very dense star cluster to the algae planet (TRS: "The Passage"). A copy of Simon refuses to blow up this ship and airlocks himself instead (TRS: "The Plan"). Named for the "Earth Mother" goddess of ancient Asia Minor.

Daru Mozu

=Refinery Ship Refinery Ship =

(Redirected from Refinery Ship)

Refinery ship









2 sublight engines


Tylium refinery ships




Destroyed, Cylon Holocaust, 0 BCH  Surviving ships scuttled, circa 4 ACH


Refinery ships are vessels used for refining tylium that have been used in the colonies since at least as far back as the First Cylon War. During the war, they presumably had the role of replenishing the fuel reserves of Colonial Fleet ships (Blood and Chrome).

Over forty years later the class is used for civilian purposes. At least two of these ships, Daru Mozu and Hitei Kan, are able to escape with Galacticafollowing the Fall of the Twelve Colonies (TRS: Miniseries). During the refugee fleet's ongoing escape from Cylon forces, these ships refine tylium mined by the vessels Monarch and Majahual.

Guess What's Coming to Dinner?

Somehow, the ship's refineries are lost to the Colonials.


Sewage recycling

Daybreak, Part II

Given to Kara Thrace and a select crew to try to find Earth. Later returned to the fleet.


Battlestar, military

The Plan, Daybreak, Part II

This is the last remaining original battlestar dating back to the Cylon War. It is the main protector and flagship of the Fleet, under direct command of William Adama.

Gemenon Traveler


The Plan, Lay Down Your Burdens, Part II

A copy of Leoben Conoy is captured and held here for interrogation and, later, executed.



The Plan, Daybreak, Part II

Used as a decoy in the Battle for the Tylium Asteroid. Joins Laura Roslin's separatist fleet. Is later part of the so-called defense fleet over New Caprica. Later escorted through the star cluster.


Supply ship

The Son Also Rises

A supply ship involved in an incident where four civilians are killed by GalacticaMarines. Survives after New Caprica.

Hitei Kan

Refinery ship

Daybreak, Part II

The ship is the site of the worker's strike in the episode "Dirty Hands" and a mutiny authorized by Tom Zarek in A Disquiet Follows My Soul.

Kimba Huta

Cold storage vessel

Lay Down Your Burdens, Part II

Featured in "The Farm" where Tom Zarek, Laura Roslin and Lee Adama hide out after Roslin's escape from Galactica.


=Mining ship Mining Ship =

Mining' 'ship









Mining ship



2600 feet


650 feet


220 feet [1]

A mining ship is a ship designed to extract raw metals and minerals. There are several[2] in the Fleet, including the Monarch and Majahual, which serve a vital role in mining tylium and other ores.

Mining ships are very hot, dirty, cramped vessels that are not suitable as a refuge for passengers.

Mining ships have a very limited refining ability. Because of this, mining ships work in concert with a refinery ship, which handles the bulk of the mineral processing.


Mines crucial metals needed to build Vipers.


Mining ship


A mining ship that joins the Laura Roslin faction. Mentioned in "Collaborators".



The Plan, Daybreak, Part II

Commanded by Doyle Franks, Prometheus has a reputation as an "off the grid" freighter involved in the black market.

Rebel Basestar

Basestar, military

Daybreak, Part II

Basestar of the Rebel Cylons that joins the Fleet as part of an alliance against Cavil's forces, later officially joining the Fleet after the Quorum of Twelve is dissolved and the Quorum of Ships' Captains is created.

Rising Star

Medical transport

The Plan, Daybreak, Part II

A medical ship similarly named and visually similar to the Original Series ship of the same name is seen in Season 4 and "The Plan". It is not mentioned on eitherColonial One or Galactica's tally boards in "Lay Down Your Burdens, Part II".


Scientific research

Home, Part II

Damaged in a refueling operation overseen by Captain George Birch.

Thera Sita


The Plan, Daybreak, Part II

Ship is successfully shepherded to algae planet and later temporarily transfers refugees to Galactica in "The Woman King".


Civilian transport

Sine Qua Non

Home "with a view" of Romo Lampkin. The ship's name is absent from bothGalactica's and Colonial One's tally boards.

Virgon Express

Salvage and repair

The Plan,Downloaded

First introduced in "Water" as it undergoes underway water replenishment fromGalactica 's stores. Seen in fleet until Lay Down Your Burdens, Part II.


Passenger liner

The Plan, Daybreak, Part II

Arguably the easiest identifiable civilian ship due to its large ring. It is severely da

===Salvage Ship One and Two is a type of salvage and repair ship in the Fleet, acting as a mobile spacedock. A Flattop-type ship is among the first vessels to join the Fleet(Miniseries). Later a flattop-type is among the ships with Galactica when New Caprica falls (Precipice). The Ring ===

The most notable of these is the ship's ring. Spinning counter-clockwise to create centrifugal force for a sensation of gravity, the ring is home to a biological habitat, populated with trees, water, and buildings for visitingColonials to utilize and enjoy. The habitat is enclosed by a glass facade, which leaves views of the aft end of the ship and of the opposite side of the ring to anyone looking up. The ring is supported by four main pylons that connect the ring to the rest of the vessel.

The Colonials flew an old-style class of liner relegated to support roles or adopted as cargo transports.

Following the destruction of the Twelve Colonies, however, at least one of these old vessels is transformed into a prison barge, where criminals were detained.

Prisoners on such a vessel are sometimes referred to (impolitely) as Barge Lice (TOS: "Baltar's Escape").

==Notes ==

Colonial Movers is a company that operates four container ships that survived the Cylon attack (Miniseries).

One of the Colonial Movers ships is used as a decoy during the attack on a Cylon mining outpost. Although appearing to be a helpless mining ship, it is in fact carrying Captain Lee Adama's strike force of Vipers hidden in one of its cargo containers (The Hand of God).

At least one of the Colonial Movers jumps with the Laura Roslin faction toKobol when the Fleet splits in two (The Farm).

One of the Colonial Movers ships is destroyed by the nuclear explosion onCloud 9 (Lay Down Your Burdens, Part II). At least two of them landed onNew Caprica (Precipice) and would later escape back to the Fleet (Exodus, Part II) while another remained with the Galactica in orbit.

The remaining Colonial Movers ships remain in the Fleet until they lose power in the Ionian nebula . The ships would survive the Battle of the Ionian Nebula and would arrive at Earth ("He That Believeth In Me", "Revelations"). When the fleet arrived at their new home, the remainingColonial Movers were guided by Anders into the sun.

==Notes ==

Fight Systems-holographical combat tachtical systems. the immediate post-war era using analog systems that tracked the rate of motion of "blips" on radar screens. The operators used a joystick to align a pointer with the target and then pushed a button to update the location. The circuitry then adjusted the rate of predicted movement of the blip and displayed a pointer that moved over time. Updating no longer required any inputs, unless the predicted motion began to differ at which point additional button pushes could be used to update it.The data for each of these tracks, a series of voltages, could then be transmitted around the ship, and later, inter-ship transmission using pulse-code modulation

Basic orbit established

Systems drive

War footing

Hard turn

Battle-ready call

Full shields

Chaft pod

Missle barrage

Slave Systems

Reflective rubbish

Shipboar systems redlining

Disruptive bombs

Engine damage

Forcefield damage

Shield field unit

Defense design parameters


Mirrorthrowers- holomines/holopods is an adpted chaff pod, full of little bits of metal to confuse scanners, a weak forcefield generator and a holo-projector. While the forcefield takes a preprogrammed shape, the projector paints a picture over it. To illustrate Keeyah launches one of the pods and the illusion of a second Starjammer ship appears, that would fool any longrange scanners to be a real ship.

Paint Preprogrammed shape

Timer link

Log book,

border-left:solid#F285006.0pt;mso-border-alt:solid#AAAAAA.5pt;mso-border-left-alt: solid#F285006.0pt;mso-yfti-tbllook:1184"


This article needs additional citations for verificationPlease help improve this article by adding citations to reliable sources. Unsourced material may be challenged and removed. (August 2010)



Plan position indicator (PPI) display showing polar display and radar sweep. A real radar display would show hard terrain features and look recognizably map-like, and from the sea, match well with land features of local nautical charts matching and sending strong clean radar echos back to the ship at sea.



Plan position indicator (PPI) display showing Doppler radar weather data

The Operations Room (also known as Combat Information Center or under the British system, Action Information Centre) is the tactical center of a warship orAWAC aircraft providing processed information for command and control of the near battle space or 'area of operations'. Within other military commands, rooms serving similar functions are called by the similar "Command Information Center" or simply "Command Center"; the number of different terms for spaces that serve much the same function may explain why the plain and generally non-descriptive "Operations Center" is a prevalent term.[citation needed]

Regardless of the vessel or command locus, each CIC organizes and processes information into a form more convenient and usable by the commander in authority. Each CIC funnels communications and data received over multiple channels, which is then organized, evaluated, weighted and arranged to provide ordered timely information flow to the battle command staff under the control of the CIC officer and his deputies.



·        1 Overview

·        2 Development

·        3 See also

·        4 References

·        5 External links


Operations Rooms are widely depicted in film and television treatments, frequently with large maps, numerous computer consoles and radar and sonar repeater displays or consoles, as well as the almost ubiquitous grease-pencil annotated polar plot on an edge-lighted transparent plotting board. At the time the CIC concept was born, the projected map-like polar display (PPI scopes) with the ship at the center was making its way into radar displays displacing the A-scope which was simply a time-delayed blip showing a range on an oscilloscope Cathode Ray Tube.

Such polar plots are used routinely in navigation and military action management to display time-stamped range and bearing information to the CIC decision makers. A single 'mark' (range and bearing datum) bears little actionable decision-making information by itself. A succession of such data tells much more, including whether the contact is closing or opening in range, an idea of its speed and direction (these are calculable, even from bearings-only data, given sufficient observations and knowledge of tactics), the relation to other contacts and their ranges and behaviors. Harvesting such data sets from the polar plots and computers (Common to sonar, radar andlidar) allows the CIC crew to plot the data correctly on a chart or map at the correct range and bearing, and to calculate the course and speed of the contact accurately, giving the set a vast expansion to include future positions, given unchanged relative courses and relative speeds.

The Operations Room in the naval context brings together and manages information on the warship's status, its surroundings and supplies this to the commanding officer, who would generally be present on the nearby bridge or where plots can be viewed and, if one is aboard, a flag officer who might have their own separate "flag bridge" and Fleet CIC. The 'Operations Room' or 'Operations Center' in other command contexts has the same function, information ordering, gathering, and presentation to the decision makers whether it is to a prime minister, general or local police chief. The types and controls over the collection of information, the communications systems may vary, but the task or mission of providing clarification of the situation and options to the commander remain the same whether the Ops Center is located on a submarine, surface ship or airplane.

Some control, assistance, and coordination functions may be delegated to the operations room staff or directly to the CIC officer, such as overseeing the mode and prioritization of sensor resources such as radar monitoring, targeting, or sonar activities; communications to external sources and assets. CIC is sometimes referred to by Operations Specialists as "Christ I'm Confused".

On US aircraft/starcraft carriers this area is called the combat direction center (CDC). The United States developed their Command Information Center concept circa the winter of 1942–1943 and implemented it in a surge of refitting and retraining during 1943 after post-battle action analyses of battles in 1942 from the battle of the Coral Sea through the losses at Ironbottom Sound during the protracted Solomon Islands campaign.

In British usage this area may be known as an Aircraft Direction Room;[1] together with the Operations Room they form an "Operations Headquarters".[2] The British Aircraft Direction Room evolved from the Fighter Direction Office, a primitive means of controlling an aircraft carrier's aircraft through radio and radar.



+0.5 Flight Turn Rate

25% Recharge time reduction to the Bortasqu' Console Set

+12 Starship Projectile Weapon Damage

+12 Starship Targeting Systems

+12 Starship Energy Weapon Specialization

Tactical ConsolesEdit

Tactical Consoles improve your starships ability to attack with weapons, be it energy based (cannons, beams) or kinetic based (torpedoes, mines). There are several different types with many different names.

These consoles affect weapons of any damage type, but only affect a certain class of weapons such as beams, cannons, torpedoes or mines, and provide a smaller bonus than the damage specific consoles. Captains may wish to consider the following alternatives to this console:

·        Photon Detonation Assembly to affect photon mines and torpedoes.

·        Zero Point Quantum Chamber to affect quantum mines and torpedoes.

·        Ambiplasma Envelope to affect plasma mines and torpedoes.

·        Transphasic Compressor to affect transphasic mines and torpedoes.

·        Chroniton Flux Regulator to affect chroniton mines and torpedoes.

·        TCD Subspace Infuser to affect tricobalt mines and torpedoes.

But note that the above options only affect mines of the relevant damage type.

The Tactical Systems Operator (or TSO) is responsible for operating all offensive and defensive systems in fighters which have two operators. This frees the pilot to handle only the operation of the aerospacecraft. Most TSOs are also trained as pilots, for circumstances when the main pilot of the fighter is incapacitated or killed but the craft is still servicable. The TSO answers to the Flight Leader, and is generally subordinate to the Fighter Pilot operating his/her craft.

Because of the location of the TSO's seat in most fighters, the position is sometimes known as the 'back seater'.

Basic Starfleet Tactical Systems


Written by Joel Katten




·        1 Introduction

·        2 Offensive Weapon Systems

o   2.1 Phaser Systems

o   2.2 Torpedo Systems

·        3 Defensive Weapon Systems

o   3.1 Deflector Shields


The basic tactical systems of any modern vessel in Starfleet, ranging from shuttlecraft, to starships, to even cargo ships, are their defensive and offensive weapon systems. All Starfleet vessels are equipped with some sort of deflector shielding and at least an energy based weapon. The shields use a force-field of varying frequencies to protect against physical and energy based attacks and should not be confused with the Navigational Deflector. Starfleet offensive weapon systems have varied over the years, but standard armament for starships has consistently been a combination of phaser banks and arrays (ships and stations), the modern pulse phaser cannon, and various types of [projectile] torpedoes.

Offensive Weapon Systems

Phaser Systems'

The standard and most basic Starfleet weapon is the Phaser, which stands for Phased Energy Rectification. All Starfleet phasers are based around the short bursts of nadion particles and are fired at sub-light speeds (thus they cannot be fired at warp speeds). On both ship and hand phasers, the intensity of the beam is adjustable, producing a variety of effects.

Early phaser designs favored small numbers of singular emitters firing in short beams or bursts of phased energy. The Ambassador-class starship was the first class to be fitted with the ‘phaser array’, a grouping of many emitters which are able to cover a much wider arc than the typical single emitter. The phaser pulse was redesigned and modernized to the pulse phasers, which use several emitters firing at once to form the final phased energy bursts. The pulse phaser design was first implemented on the Defiant-class starships.

Torpedo Systems'

The standard torpedo systems were designed as a high-explosive, projectile based alternative to the directed-energy phasers. They are a versatile and powerful weapon, and usually can be modified to almost any situation, even non-combat operations (probes). They are fired after a target is acquired via an automatically-loading torpedo launching system. Torpedoes are the only weapon that can be fired while at warp speeds.

Standard issue modern Starfleet torpedoes have a 1.5 kg charge of matter and anti-matter which combine on impact for an output of 25 isotons (the equivalent of a 64.41 mega-ton blast at 100% efficiency). More modern but less standard Mark 6 torpedoes can have a yield of up to 200 isotons. Torpedoes are versatile in that they can be fired in patterns which allow multiple systems to be hit at once, or for several simultaneous hits on one key system.

In recent years, the invention of the quantum torpedo has made the standard issue Starfleet torpedoes nearly obsolete. They use a zero-point energy module along with an advanced standard torpedo warhead to yield standard outputs of 50 isotons and greater. In addition, the zero-point energy incorporated in the devices decreases the effective damage dispersal of an enemies shield system, adding further efficiency and effectiveness over standard photon torpedoes.

Once manufacturing difficulties and the streamlining of the creation process for quantum torpedoes are improved, it is intended for them to become Starfleet’s standard issue projectile weapon on all starships.

Defensive Weapon Systems

Deflector Shields'

Starship shields are created either via a ‘deflector dish’ as in the navigational deflector or through a network of shielding emitters laid out over the primary and secondary hull. Older shield configurations created a deflector field several meters off the ships hull, while most modern starships shields are projected in an elliptical form around the ship’s hull. In emergency situations, shield’s shapes can be altered to extend around nearby ships at the cost of shield strength and effectiveness.

Shields effectively block most incoming matter and energy emissions using a highly concentrated graviton field. This field is emitted at a certain frequency and any energy or matter not matched to it is effectively blocked while draining energy from the shield proportionate to the force of the energy/matter attack. Matter and energy matching a shield’s frequency effectively and effortlessly passes through said shield – this is how a starship/starbase is able to fire out through its own shields.

Shielding systems are also subject to several design weaknesses. As the entire hull of a ship is typically shielded, the grids in the exhaust path of the impulse engines are intentionally weaker than the rest of the shields to allow the gases to escape into space. Shields must also be momentarily lowered if a shuttlecraft or other smaller ship wishes to dock with said ship or station. Lastly, the weapon systems of certain races, specifically the Borg, are quick to detect and adapt to shield frequencies. Therefore, employing a rotating frequency modulation strategy against such weapons is standard procedure.

There are also several experimental shield concepts in development, most of which are barrowed from other species’ designs. These include regenerative shielding, metaphasic shielding, temporal shielding, and unimatrix shielding just to name a few.

Category: Tactical


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