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Acta BSG 6

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A Call to Arms:

Battlestar Galactica
6th Draft

The world ended with no warning.


All that was left … was hope.

The Cylons were created by the people of the Twelve Colonies. Intelligent
robots, they were used as slaves and soldiers to fight humanity’s wars.
But the Cylons became sentient and they rebelled. Man and machine
fought to a bloody stalemate, then the Cylons withdrew to a remote
region of space.

A truce between the Twelve Colonies and the Cylons lasted for 40 tense
and silent years. Each year, on the anniversary of the treaty-signing,
humanity sent an envoy to the neutral ground of Armistice Station to
meet with a Cylon envoy. For 39 years, no Cylon envoy came.

Then, on the 40th anniversary, a stunning blonde — a Cylon in human


form — met the human envoy … moments before the Cylons vaporized
the station and launched a genocidal attack on the Twelve Colonies.

In one devastating day, billions of human lives were consumed by


nuclear fires. Only those souls fortunate enough to be aboard starships
were able to band together and escape and flee into deep space, led by
the sole surviving Colonial warship, the battlestar Galactica.
Th e First Cylon War
An sent ad firtero uro, nequita ntrarit. Verum recultum ausa detra? Dis.

Ast peremoltiae et L. Graet aciensunum ina, vertus vil consintessa ia Sertam


Romnique et conium lost grarentrem terditius tusatusci conum remusa re faci
iterit, que converf ecitus condius nos, ve, cor is, cruntis; nessimur, quostraed con-
scidem quonsu verceru demulicaus, se es, quertent.

Det, con hae notio, vidii sum nemum pra dem ine tat rectum ina vo, perfirmil
te il cae trarte, mentiam ressid senter hosus ignatestus re nius, a am pultus iu in
Etribusciem patum, cam tampessent? Castra poen Etruntem es autemnoximis re
pra nonsus achuctus vasdam dum fur quernih icapere mnihintimo conequiu mum,
utem actuspies non suli se nos C. Vo, tem.

At res! Simus remorae temus, sum publicae nonficivero atil hoctatra, Ti. Bonces de
faccis, quam hori patia itum am potatuam ius simius? Icibus serei inum steritem,
elari tiem mo unc ocaus vis convernihine et Catum se re, mantusque vidienihilia
moervis mus re, que nosupes! Ad consus hos reor quidem tem sena movitist? quas
viris. Catur auctod acios crionsiderte inendi, sena abis, consignatra nonimactum
sum sede ad Catis hebeferio et pratractuid C. Ad ducerce mernimmo erem pub-
ling ulicipt ienatur ibuntem qui eti, nos, verfeceperis audem patod factusus.

Th e S econd Cylon War


An sent ad firtero uro, nequita ntrarit. Verum recultum ausa detra? Dis.
Ast peremoltiae et L. Graet aciensunum ina, vertus vil consintessa ia Sertam
Romnique et conium lost grarentrem terditius tusatusci conum remusa re faci
iterit, que converf ecitus condius nos, ve, cor is, cruntis; nessimur, quostraed con-
scidem quonsu verceru demulicaus, se es, quertent.

Det, con hae notio, vidii sum nemum pra dem ine tat rectum ina vo, perfirmil
te il cae trarte, mentiam ressid senter hosus ignatestus re nius, a am pultus iu in
Etribusciem patum, cam tampessent? Castra poen Etruntem es autemnoximis re
pra nonsus achuctus vasdam dum fur quernih icapere mnihintimo conequiu mum,
utem actuspies non suli se nos C. Vo, tem.

At res! Simus remorae temus, sum publicae nonficivero atil hoctatra, Ti. Bonces de
faccis, quam hori patia itum am potatuam ius simius? Icibus serei inum steritem,
elari tiem mo unc ocaus vis convernihine et Catum se re, mantusque vidienihilia
moervis mus re, que nosupes! Ad consus hos reor quidem tem sena movitist? quas
viris. Catur auctod acios crionsiderte inendi, sena abis, consignatra nonimactum
sum sede ad Catis hebeferio et pratractuid C. Ad ducerce mernimmo erem pub-
ling ulicipt ienatur ibuntem qui eti, nos, verfeceperis audem patod factusus.

Supio, pret; nocae medistie ilii interfe naticae ca; nos, furs serei publium in vi-
gnonsi cles? Opiemendemo vententeris vidio, conit. Veri, quidend ucienih icae-
dientea il vid forum fesserf eribunum, Cati, signam mihilic ienterf ervidem supie
id
Basic Rules
Modifications
Terminology
Throughout this rule set I refer to squadrons as a gaming unit. The word squadron
has simply been used in place of the word flight. Consider the words fligh and
squadron one and the same for game purposes.

Weapon Traits
These rules have added two more weapon traits to the game.

Nuclear Weapon: New Rules Incoming

Limited Payload: A weapon with the limited payload trait may be fired once
per game.

Advanced Targeting: Weapons with this trait work in an identical way to


weapons with the Beam trait, but for the purposes of other rules and traits
they are not “beam weapons” so for example Interceptors will not stop an
attack with Advanced Targeting.

Ship Traits
These rules have added 3 new ship traits to the game.

Point Defences: Point Defenses work in an identical way to Interceptors.

FTL Engines: A ship with FTL engines can usethe rules for Hyperspace
Mastery found in Sky Full of Stars for Shadow Ships
.
Auxiliary Scout: A ship with this trait follows the same rules as a ship with
the Scout trait. With two exceptions.

The range of all scouting abilities are only 16”. When making a crew quality
roll to use one of the scouting abilities you may add 1 to the score for every
other auxiliary scout that is within 6”. These supporting auxiliary scouts may
not use any scout abilities for the rest of the turn.

Critical Hits
The battleship designers in the BSG univers know that their ships have to be built
to withstand terrible damage and continue fighting. To completely destroy a target
you must saturate it with firepower.

To represent this the critical hit rules are slightly modified. When you score one
or more critical hits on a ship instead of rolling for each of them individually
roll once on the critical damage location table. Then, instead of rolling a D6 to
determine the critical damage effect add up the number of critical hits the attack
caused. This is the number used to determine the damage caused.
Th e Tw elve Colonies

The mainstay of the Colonial fleet was its 120 massive Battlestars and
their waves of Viper Fighters. Each Battlestar was built to be a batttleship, a
fighter carrier and the center of command for an entire fleet. With state of the art
computer systems, navigation controls and targeting equipment it is believed that
in attack or defence there is nothing that can defeat a Battlestar.

Colonial Special Rules

Fire Control
A Battlestar’s main offensive weaponry consists of multiple batteries of turreted
heavy cannon. The gun crews of a Battlestar are trained in complex firing
solutions allowing the Battlestar’s Commander to quickly switch between tactics
as the battle develops. Any weapon system with the Fire Control trait follows the
following rules:

Continuous Fire
Continuos Fire is the targeting and firing of the guns in each turret without re-
gard for the readiness or targeting of other guns of the battery. The battery may
split its fire.

Salvo Fire
Salvo Fire is the simultaneous firing of all guns in a battery at the same target.
The battery gains the Twin-Linked trait but may not split its fire.

Full Salvo Fire


Full Salvo Fire is the simultaneous firing of two or more batteries at the same
target. If you have at least two batteries firing at the same target they gain the
Twin-Linked and Armour Piercing traits. Total all the attack dice for all the
batteries and roll them as a single attack.

The Battlestar Galactica


Acropolis class Battlestar

The first twelve Battlestars brought into service at the start of the Cylon War
were all of this class and many more were built during the conflict. After the war
they continued to see service but eventually more advanced ships were produced
and the Acropolis-class Battlestar was phased out. The Battlestar Galactica was
the last ship of this class in service and due for decommission when the Cylons
attacked the 12 colonies for a second time...

Hull 6 Damage 90/15


Speed 8 Crew 120/20
Turns 2/45 Troops 8

Craft 4 Squadrons of Viper VII’s or II’s and 6 Raptor Shuttles


FTL Engines, Flight Computer, Carrier 2, Fleet Carrier,
Traits
Command +1, Point Defenses 3

Weapons Range Arc AD Traits


Double Damage,
Missile Tubes 30” T 4 Nuclear Weapon,
Slow loading, SAP
Fore Battery 15” F 8 Fire Control
Fore Dorsal Battery 15” F/P/S 8 Fire Control
Fore Ventral Battery 15” F/P/S 8 Fire Control
Port Battery 15” P 4 Fire Control
Starboard Battery 15” S 4 Fire Control
Aft Dorsal Battery 15” A/P/S 8 Fire Control
Aft Ventral Battery 15” A/P/S 8 Fire Control
M ercury class Battlestar

The height of Battlestar design was reached with the production of the
Mercury-class Battlestar. Almost twice the size of the Acropolis-class, due to
advanced technologies the Mercury-class required half the crew of the smaller
ship. The Mercury-class vessel replaced the dorsal armaments of previous
Battlestars with more turrets bolstering the port and starbord batteries as well as
a larger set of bombardment cannon directly to the front of the ship.
Hull 6 Damage 120/20
Speed 6 Crew 90/10
Turns 2/45 Troops 8

Craft 8 Squadrons of Viper VII’s and 10 Raptor Shuttles


FTL Engines, Flight Computer, Carrier 2, Fleet Carrier,
Traits
Command +1, Point Defences 4

Weapons Range Arc AD Traits


Double Damage, Nuclear
Missile Tubes 30” T 4 Weapon, Slow loading, SAP
SAP, Double Damage,
Fore Heavy Battery 30” B 8 Precise, Slow Loading
Fore Batteries 15” F/P 16 Fire Control
Fore Batteries 15” F/S 16 Fire Control
Flightpod Batteries 15” F/P 4 Fire Control
Flightpod Batteries 15” F/S 4 Fire Control
Flightpod Batteries 15” P 6 Fire Control
Flightpod Batteries 15” S 6 Fire Control
Flightpod Batteries 15” A/P 4 Fire Control
Flightpod Batteries 15” A/S 4 Fire Control

The Battlestar Pegasus’ Fore Heavy Battery opens fire...


Viper Superiority Fighter

The colonial fleet has used many varients of the Viper since before the first
Cylon War. Each new mark of fighter brought updated navigation and targeting
equipment along with increased weapon payloads and more efficient engines.

Viper Mark II [per squadron]


Hull 4 Damage 1
Speed 12 Dogfight +3
Turns SM
Traits Afterburners, Atmospheric, Dodge 3+
Weapons Range Arc AD Traits
AP, Double Damage,
Lightning Javelin Missiles 6” F 2 Limited Pyload
Twin Autocannon 3” F 2 Twin Linked

Viper Mark VII [per squadron]


Hull 4 Damage 1
Speed 12 Dogfight +3
Turns SM
Traits Afterburners, Atmospheric, Dodge 3+
Weapons Range Arc AD Traits
AP, Double Damage,
Lightning Javelin Missiles 8” F 2 Limited Pyload
Triple Autocannon 3” F 3 Twin Linked
Valkyrie class Battlestar

The Valkyrie-class Battlestar was built to utilise ship to ship missle


technology being developed by the Colonial Fleet. With tracking technology
capable of guiding a missile to strike an individual fighter.

Capable of lighting fast targeting calculation the weapon system fires a staggered
salvo of missles. When the target is struck the targeting systems calculate the
trajectory of the remaining missiles and adjusts their flight accordingly.

The Vakyrie-class is a step up in terms of technology from the Acropolis Battlestar,


comparable with the Mercury but it is small than both.

Hull 6 Damage 65/10


Speed 8 Crew 55/10
Turns 2/45 Troops 8
Craft 4 Squadrons of Viper VII’s and 6 Raptor Shuttles
FTL Engine, Flight Computer, Carrier 1, Fleet Carrier,
Traits
Command +1, Point Defenses 3

Weapons Range Arc AD Traits


Fore Battery 15” F 8 Fire Control
Missile Turrets 20” P 6 SAP, Advanced Targeting
Missile Turrets 20” S 6 SAP, Advanced Targeting
Dorsal Bettery 15” T 8 Fire Control

Raptors with clearly


visible weapon pods...
Raptor Multi purpos e transport

The Raptor is used as a scout for the Viper Squadrons, however it is also
often used as a scout ship for the Battlestar itself, a general purpose shuttle and
often in battle it can be used as a mobile ECM. Raptors normally carry only light
weapons, nothing capable of taking out capital ships. Although they are capable
of carrying extra heavy external armaments mounted on various hardpoints.
Raptor Variants
At the start of a game before deployment you must declare which variant of Rap-
tor each squadron is. You cannot field more than half of the Raptors as the same
variant. Scouts and ECM’s can still engage and possibly win Dofights.

Raptor Scout [per squadron]


Hull 5 Damage 1
Speed 12 Dogfight -1
Turns SM Troops 0
Traits Afterburners, Atmospheric, Dodge 4+, FTL Drive, Auxiliary Scout, Stealth 5+,

No Armament

Raptor ECM [per squadron]


Hull 5 Damage 1
Speed 12 Dogfight -1
Turns SM Troops 0
Traits Afterburners, Atmospheric, Dodge 4+, FTL Drive, Stealth 4,

No Armament
ECM and support: If the Raptor ECM starts its turn within 4 “ of Battlestar or a Viper
squadron it can perfrom one of the following actions:
•  Give the Battlestar +1 to its Point Defences score until the end of the turn
•  Give the Viper Squadron +1 to its Dogfight score until the end of the turn
These bonuses do not stack if multiple Raptor ECM’s target the same ship or squadron.

Raptor Gunship [per squadron]


Hull 5 Damage 1
Speed 12 Dogfight +1
Turns SM Troops 0
Traits Afterburners, Atmospheric, Dodge 4+, FTL Drive, Stealth 4+,

Weapon Range Arc AD Traits


SAP, Double Damage,
Missile Rack 12” T 4 Limited Pyload
Anti-Fighter, Advanced
Missile Rack 12” T 4 Targeting, Limited Payload
Twin Autocannon 4” T 2 Twin Linked
Th e Cylon Fle et

The Cylon attack came without warning. Using electronic warfare they were
able to cripple most of the Colonial fleet without firing a shot. Withinn hours the
extermination of mankind was almost complete...

The main Cylon warship is the Basestar. Although not heavily armed or armoured
a Basestars compliment of almost 800 fighters should br more than enough to see
off most opposition.

Cylon Special Rules

Cylon
The Basestar is commanded by a council of up to seven Cylon Agents but the
ships functions are controlled by a partially-humanoid Cylon incorporated into
the ship, known as a Hybrid. The Hybrid, for all respects of identity and control,
is the basestar. The preffered methiod of command on a Basestar is via delibera-
tion and then voting on decisions. This may cause the Basestar to react more
slowly than a Battlestar in combat.

Raiders, however, have no Cylon Agents on board and are controlled by an au-
tonomous biomechanical pilots. Sadly the intelligence of the Cylon Hybrid and
biomechanical pilot is limited. Although lacking in intelligence Cylon ships do
possess an almost animal instinct. Over time this instinc is sharpened and can
become very deadly.

Ships and Flights with the Cylon trait follow these rules:

• Cylon ships do not have Crew damage scores and do not take crew
damage.

• All Cylon ships, squadrons and waves have -1 Crew Quality

Battlestar Galactica’s point


defenses are overwhelmed by
the firepower of multiple Cylon
Basestars.
• Cylon ships cannot be forced to stand down

• Cylon ships cannot use the following Special Orders:

All Hands to Deck


All Power to Engines
Concentrait all Firepower
Give me Ramming Speed
Scramble Scramble
Stand Down and prepare to be Boarded

Waves
Raiders are at their most effective when used in overwhelming numbers. Raid-
ers generally manuvre in massive formations made up of multiple squadrons in
excess of 60 fighters. A single Squadron of Vipers will be hard pressed to hold off
a wave of Raiders for very long, they might be able to hold their own for a while
but in the end numbers will begin to tell.

In the game a Wave deploys, moves, shoots, dogfights and takes damage like a
single squadron of fighters with the following exceptions:

• A Wave has a damage score like larger ships, whenever the wave is hit
(and fails to dodge) it looses one point of damage. When the wave is reduced
to zero damage it is removed from the table.

• When a Wave has lost at least half its starting damage its dogfight value
is halved and the AD on all its weapons are halved (rounding down).

• A Wave that looses a dogfight suffers one point of damage per enemy
Squadron it was dogfighting . A Wave that wins a dogfight will destroy one
enemy Squadron that it was dogfighting.
Cylon Bas estar

The main Cylon ship of the line is more a fighter carrier than a warship,
not that a basestar cannot handle itself in a stand up fight. A Basestar has
FTL drives far in advance of Colonial technology and it sub-light engines are
also a complete mystery as the vessel has no obvious thrusters but is still able to
keep pace with a Battlestar...

Hull 5 Damage 150/25


Speed 8 Crew -
Turns SM Troops 2

Craft Waves Of Raiders* and 12 Heavy Raiders


Traits FTL Engines, Cylon

Weapons Range Arc AD Traits


Double Damage,
Missile Tubes 30” T 12 Nuclear Weapon, SAP

Basestar Special Rules

Raider Carriers
Basestars have been known to carry just shy of 800 Raiders within their hulls.
Even though they carry this immense payload of fighters and they can launch
huge numbers of them at once it takes a while for the Raiders to form up and
move to attack.

Also due to the mechanical process used to launch its fighter there is no way a
Basestar can increase the speed at which Raiders are loaded into launch tubes
and sent on their way.

A Basestar starts the game with one wave of Raiders in play and in base to base
contact. A Basestar may then launch one wave of Raiders and up to two Heavy
Raiders each turn. A Basestar may not launch a wave of Raiders if there are
already 6 Waves active on the battlefield. If there is more than one Basestar in
the battle the number of active Waves allowed increases at 6 per Basestar.

Point Defenses
Basestars have no point defense weapons like Colonial Battlestars do. However
Basestars do often keep a wave of Raiders back to intercept enemy ordinance
and firepower as well as ward off enemy fighters.

If a Wave of Raiders starts the turn in base to base contact with a Basestar and
remains in base to base contact throughout the turn the Basestar gains the trait
Point Defenses 3. After an attack has been resolved each hit the Point Defenses
manage to stop reduces the Raider Wave’s damage score by one.
Cylon Raiders

Fast, agile and seemingly limitless in number, the Cylon Raider is a Viper
pilots worst nightmare. Heavy Raiders are used as gunships and heavily
armed transports, carrying squads of unstopable Centurion Warriors.

Cylon Raiders [per wave]


Hull 4 Damage 6
Speed 15 Dogfight +4
Turns SM
Traits FTL Engines, Atmospheric, Cylon, Dodge 4+

Weapons Range Arc AD Traits


Missile Tubes 6” T 2 AP , Double Damage
Autocannon 3” T 12

Cylon Heavy Raider [per squadron]


Hull 5 Damage 1
Dogfight +0
Speed 15 Troops 2
Turns SM
Traits FTL Engines, Atmospheric, Cylon, Dodge 4+

Weapons Range Arc AD Traits


AP , Double Damage,
Missile Tubes 6” T 4 Limited Payload

Rapid Fire Autocannon 3” F 6 Twin Linked

It took the
combined
firepower of two
Battlestars to
utterly destroy this
one Basestar.

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