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A Call to Arms:

Battlestar Galactica

8 th Draft

A Call to Arms: Battlestar Galactica 8 th Draft The world ended with no warning. All

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 Cylon Wars

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

Basic Rules ModificATIONS

These rules are based on Mongoose Publishing’s award winning game system “A Call to Arms” that was written for Babylon 5. Obviously these rules just list the changes to the basic ACTA system so are a complete game by any means.

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: If a ship has at least one weapon with this trait it may perform the following special action. The action may only be perfomred once for each weapon system with the trait:

Nuclear Attack: Auto Target an enem ship that is in range and line of sight of a wepaon system that has the Nuclear Weapon trait. This wepaon is considered to be firing a nuclear salvo and no other weapons may fire this turn.

Place a nuclear salvo token half way between the firing ship and the target ship but do not resolve the attack, continue with the movement phase. During the attack phase this token can be fired at. All weapon systems require a roll of a 6 to hit and it has a number of damage points equal to the number of AD that the wepon system firing the salvo has. A salvo cannot be engaged in a dogfight. Remove the salvo token if it is

reduced to zero damage points.

At the end of the attack phase you reolve the nuclear attack. The nuclear salvo will attack its target with a number of AD equal to its remaining damage points. The attack uses the following traits: Super AP, Quad Damage. In adition roll a D6 for each of the target’s special traits, on a 4+ the trait cannot be used during the next turn.

All ships and auxilliary craft within 3” of the target will be attacked by 1AD with the same traits as above.

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 be able to 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.

Advanced FTL Engines & FTL Engines: A ship with FTL engines can use the 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.

Auxilliary craft may take advantage of the redirect fire action performed by Axilliary Scouts. The range of all scouting abilities on an auxilliary scout are 16” but 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

Points Value: 5

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 3 Raptor Flights

Traits

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

Famous Acropolis-class Battlestars:

Battlestar Atlantia Battlestar Acropolis Battlestar Columbia Battlestar Galactica Battlestar Pacifica Battlestar Rycon Battlestar Triton

Weapons

Range

Arc

AD

Traits

Missile Tubes

30”

T

4

Double Damage, Nuclear Weapon, Slow loading, SAP

Fore Battery

18”

F

8

Fire Control

Fore Dorsal Battery

18”

F/P/S

8

Fire Control

Fore Ventral Battery

18”

F/P/S

8

Fire Control

Port Battery

18”

P

4

Fire Control

Starboard Battery

18”

S

4

Fire Control

Aft Dorsal Battery

18”

A/P/S

8

Fire Control

Aft Ventral Battery

18”

A/P/S

8

Fire Control

M ercury class Battlestar

Points Value: 11

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.

Famous

Mercury-class

Battlestars:

Battlestar Mercury Battlestar Pegasus

Hull

6

Damage

120/20

Speed

6

Crew

90/10

Turns

2/45

Troops

8

Craft

8 Squadrons of Viper VII’s and 5 Raptor Flights

Traits

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

Weapons

Range

Arc

AD

Traits

Missile Tubes

30”

T

4

Double Damage, Nuclear Weapon, Slow loading, SAP

Fore Heavy Battery

30”

B

8

SAP, Double Damage, Precise

Fore Battery

18”

F/P

16

Fire Control

Fore Battery

18”

F/S

16

Fire Control

Flightpod Battery

18”

F/P

4

Fire Control

Flightpod Battery

18”

F/S

4

Fire Control

Flightpod Battery

18”

P

6

Fire Control

Flightpod Battery

18”

S

6

Fire Control

Flightpod Battery

18”

A/P

4

Fire Control

Flightpod Battery

18”

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

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 2+

 

Weapons

Range

Arc

AD

Traits

Lightning Javelin Missiles

6

F

2

AP, Double Damage, 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 2+

 

Weapons

Range

Arc

AD

Traits

Lightning Javelin Missiles

8

F

2

AP, Double Damage, Limited Pyload

Triple Autocannon

3”

F

3

Twin Linked

Valkyrie class Battlestar

Points Value: 2

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.

Technologically the Vakyrie-class is a step up from the Acropolis-class Battlestar, with automated systems comparable with the Mercury-class however the Valkyrie is smaller than both her sister Battlestars.

Hull

6

Damage

65/10

Speed

8

Crew

55/10

Turns

2/45

Troops

8

Craft

2 Squadrons of Viper VII’s and 1 Raptor Flight

Traits

FTL Engine, Flight Computer, Fleet Carrier, Command +1, Point Defenses 2

Weapons

Range

Arc

AD

Traits

Fore Battery

15”

F

8

Fire Control

Missile Turrets

20

P

6

SAP, Advanced Targeting, Anti Fighter

Dorsal Bettery

15”

T

8

Fire Control

Raptors with clearly visible weapon pods
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 Flight]

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 Flight]

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 Flight]

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

Missile Rack

12

T

4

SAP, Double Damage, Limited Pyload

Missile Rack

12”

T

4

Anti-Fighter, Advanced Targeting, Limited Payload

SAP, Double Damage, Limited Pyload Missile Rack 12” T 4 Anti-Fighter, Advanced Targeting, Limited Payload

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

• Re-roll any “Crew Crital Hits” critical hits scored on Cylon ships.

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

Points Value: 4

The main Cylon ship of the line is more a 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

4

Crew

-

Turns

SM

Troops

2

Craft

Waves Of Raiders* and 6 Heavy Raiders

Traits

Advanced FTL Engines, Cylon

 

Weapons

Range

Arc

AD

Traits

Missile Tubes

30”

T

12

Double Damage, 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 one Heavy Raider 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

Advanced FTL Engines, Atmospheric, Cylon, Dodge 4+

Weapons

Range

Arc

AD

Traits

Missile Tubes

6”

T

2

AP , Double Damage

Autocannon

1”

T

12

Cylon Heavy Raider [per squadron]

Hull

5

Damage

1

 

Dogfight

+0

Speed

15

Troops

2

Turns

SM

Traits

Advanced FTL Engines, Atmospheric, Cylon, Dodge 4+

Weapons

Range

Arc

AD

Traits

Missile Tubes

6”

T

4

AP , Double Damage, Limited Payload

Rapid Fire Autocannon

2”

F

6

Twin Linked

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