Colonial Asp (Battlestar Galactica - Original):

From: Jackill's Guide to Light Attack Craft

This fighter is the heavy starfighter used by the Colonies before the destruction of all the colonies. It is similar to the Viper but is wider and heavy that the Viper. It is not quite as maneuverable as the Viper but is better armed and armored than the Viper is. Like the Viper, the fighter is designed to be able to be launched from carriers using fighter launch tubes but can be launched under its own power.

The fighter is a long almost needle like structure with a blunted nose in which the fighters senors are located. The fighters cockpit is about half way between the nose and rear of the fighter and immediately behind the fighters cockpit are thee engines, one right behind the cockpit and two lower down on the fuselage of the fighter. The fighter has two small wings and a small rudder to improve flight characteristic in an atmosphere. The fighter has three struts with roller style wheels for landings. The Pilot and gunner sit side by side in the Cockpit and the fighter can carry up to two passengers in a storage bay behind the pilot and gunner. In case of emergency, the entire fighters cockpit ejects and has an emergency rescue beacon.

The fighter is armed with two laser cannons beside the pilots cockpit as its main weapon system. The fighter can also carry 2 anti-ship missiles for missions against capital ships that carried on the underbelly.

This fighter does have some disadvantages when compared to other starfighters. These are that unlike many C.A.F. and Kreeghor ships, uses an ion engine that has a much shorter duration than the contra-grav engines used on many other starfighters and fighter does not carry many missiles.

Notes of game conversion:

Because of the nature of the series “Battlestar Galactica” and the needs to put the fighter into game mechanics, I have given many statistic as two different possible statistics to take this into account. The G that I have seen listed would not be sufficient to get near the speed of light yet many episodes have indicated speeds in this area. In some ways each version is closer to what was seen in the series.

Phase world version uses my revised phase world starship rules and can hold their own against most C.A.F and Kreeghor fighters. This version is recommended if you with to put them into Phase World as among equals. See Revised Starship Rules for Phase World / Three Galaxies for more details.

Moderate version uses Gs of acceleration and reduced weapon ranges. This version is useful for Mutants In Orbit, Phase World if used as a lower tech race, used with my forthcoming Earthforce ships conversions for B-5, and as a possible crash on Rifts Earth. Listed is the formula to allow player and game masters to calculate the fighters velocity and distance traveled.

Model Type: CF-SF-15
Vehicle Type: Light Starfighter
Crew: Two (Pilot and Weapons Officer) but can fit two passengers in the cargo bay in emergencies.

M.D.C By Location:

Turbolaser Cannons (2):50 each
[1] Small Wings (2):50
[1] Small Rudder:40
[2] Engines (3):75 each
Landing Struts (3):20 each
[3] Main Body:450
Reinforced Pilots Cockpit:150

[1] Loss of a wing or rudder while in an atmosphere will cause the fighter to loose control and crash. The loss of a wing in space has no effect on the fighter’s performance but fighter will be unable to re-enter an atmosphere safely.
[2] Loss of an engine will reduce performance of fighter by one third, loss of two engines will reduce performance by two thirds, and loss of all three engines will prevent fighter from accelerate or decelerate beyond 5% of normal (This is using maneuvering thrusters) and fighter will crash in an atmosphere.
[3] Depleting the M.D.C. of the main body will put the fighter out of commission. All internal systems will shut down, including life support and internal gravity. The ship itself will be an unsalvageable floating wreck. In an atmosphere, the fighter will crash

Driving on the Ground: Not Possible.
Phase World Version: Has a special sublight engine that allows the ship to travel up to 40 percent of the speed of light. Fighter can accelerate/decelerate at the rate of 1.65 percent of light per melee maximum (Standard is 1.1 percent of light per turn).
Moderate Version: The fighter does not have an effective top speed but is limited by acceleration. Fighter can reach a top acceleration of 11.2 G but standard is 7.3 G to conserve fuel.
Atmospheric Propulsion: Both Version: The fighter can achieve escape velocity (Mach 32.6 / 25053 mph / 40320 kph) but normally operates at Mach 7.5 (5771.3 mph / 9288 kph) or less.
Maximum Range: Both Versions: the fighter has enough fuel for 312 hours (13 days) of standard performance. If fighter is operating at maximum performance, reduce range by half. Fighter uses hydrogen for fuel for a fusion reactor. The fighter can operate with engines on standby to increase fighters range. Fighter has supplies for pilot for 2 weeks.

Statistical Data:
Length: 30.3 feet (9.24 meters)
Height: 12.5 feet (3.82 meters)
Width: 19.54 feet (5.95 meters)
Weight: 15.8 tons (14356.8 kg) unloaded
Power System: Fusion power supply with a 14 days 12 hours duration at normal output. Fusion power supply can run life support without any thrust for 2 years although rations and water will have long run out.
Cargo: Small Storage Space, 4 ft x 4.5 ft x 4 ft. Used for emergency equipment and weapons but a passenger can be crammed in emergency.
Market Cost: 24 million credits to build.


  1. Twin Turbolaser Cannons: These cannons are mounted on either side of the pilots cockpit. They are more powerful than those carried on the Viper or the Raider and about equal to those mounted on those on C.A.F. Starfighters as well. The cannons only fire individually if one of the cannons is destroyed.
    Maximum Effective Range:
      Phase World Version: 800 miles (1,290 km) in space and 8 miles (12.3 km) in an atmosphere.
      Moderate Version: 4,000 feet (1,200 m) in an atmosphere and 32,000 feet (9,600 m) in space.
    Mega Damage: Both Versions: 4D6x10 for both cannons. If one cannon is destroyed, damage is reduced to 2D6x10.
    Rate of Fire: Equal to the combined hand to hand attacks of the pilot (usually 4 or 5).
    Payload: Effectively Unlimited.
  2. Two (2) Anti-Ship Missiles: There are two separate descriptions of these missiles. They are mounted on the underbelly of the fighter when they are used and are used against large targets. Missiles have penalties to hit small targets but are all considered smart missiles.
    Phase World Version: Effectively very similar to Phase World cruise missiles. Missiles has a top speed of Mach 25 in an atmosphere and in space has an acceleration of 10% of light per turn (far faster than any starship). When drive goes dead, the missile will continue to travel in a straight line unless preset to self destruct or receives a destruct code but has very low odds of hitting star ships (Great for hitting bases and planets because target does not move and torpedoes when dead is at -25% to be detected.) See Modified starship rules for more details
    Moderate Version: The description of these are close to that used for conventional cruise missiles Missile are assumed to accelerate at 2 times normal mach speed in Gs greater than the starships speed when used in space. Missiles can be launched at non moving targets beyond the powered range of the missiles to hit targets without the chance of the launching ship being hit by missiles itself but penalties exist when launching missiles beyond normal missile range.
    Maximum Effective Range:
      Phase World Version: Powered torpedo range is 8000 miles (12,875 km) in an atmosphere and 4,000,000 miles (6,437,376 km/ 21.5 light seconds) in space.
      Moderate Version: Varies with missile types, assume powered range is 8 x normal in space (Use new missile/bomb tables).
    Mega-Damage & Properties: Both Versions: Varies with cruise missile types (Use new missile/bomb tables) - Anti-Matter warheads are NOT available.
    Rate of Fire: One at a time or in volleys of 2
    Payload: 2 Missiles (Effectively Cruise).

COMBAT BONUSES: The Colonial Asp is very maneuverable and very accurate. Use the Phase World Starfighter combat (Elite or Basic) skill. These bonuses are in addition to those from the piloting skill.

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Technical information and line drawings from Jackill's Guide to Light Attack Craft.

Writeup by Kitsune (E-Mail Kitsune).

Rifts Conversion Copyright © 1998 & 2013, Kitsune. All rights reserved.