Battlestar Galactica

For discussion of the original 1978 rules and for the revised second edition that is entering development.

Battlestar Galactica

Postby gentleman john » Mon Dec 24, 2012 6:49 am

Ever since I got the review PDF of the S&S 2e rules, I've been thinking of alternate backgrounds for use with S&S. I know the rules are meant to emulate ST:TOS, but I believe they are easily capable of emulating a lot of SF shows from the 1960s and 1970s - possibly even the 1950s! 1980s ... Not so sure. However, I digress.

One of the major SF shows of the 1970s was Glen A Larson's Battlestar Galactica. Although it only ran for one season (we shall not speak of Galactica 1980), it was thought highly enough of have a reboot series made in the last decade. However, of the two versions, I reckon the original series is better for gaming, and a lot better for conversion to S&S 2e. Why?

Very simple, really. First off, the original series is all about the action. While there is plenty of action in the reboot, most of the episodes concentrate on what would be PC interaction in a game. While that's all well and good, my bunch of happy gamers prefer to do things rather than talk about them. Second, the original series has a lot of exploration in it. Every week, the crew seemed to end up at another world, while in the reboot they seem to spend a lot of time drifting in space or being in one place. Finally, while the reboot series is one of the best examples of military science fiction going, players don't like authority - unless they're the ones who have it! This makes the original BSG (or a Tuffley-esque "not-BSG") a good choice for a game.

So, as an early Christmas present to the group, I'm putting up some notes on BSG vessels and tweaks to the S&S 2e rules to make them work. Character generation may come later, as may the Cylons.
Last edited by gentleman john on Mon Dec 24, 2012 6:59 am, edited 1 time in total.
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New Rules

Postby gentleman john » Mon Dec 24, 2012 6:53 am

BSG vessels can easily be summed up in S&S 2e. However, some new rules and new systems have to be brought in to make them work. There is a considerable difference in design philosophy between the ships of Star Trek and those of BSG. So far, I reckon the following rules tweaks are required.

Armour - Colonial vessels do not carry defensive screens. Instead, they are armoured. There are four grades of armour: None (stops no damage), Light (stops 5% - 15% of damage), Medium (stops 5% - 30% of damage), and Heavy (stops 10% to 60% of damage).

Launch Bays - Ships in the BSG universe rely heavily on fighters. It is free to launch a fighter with an hour’s notice, but it costs 5 EUs to launch a fighter instantly. There is a reason why vessels maintain fighter patrols.

Fusion Missiles - These are treated exactly the same as the ion missiles in the S&S2e rule book.

Lightspeed - Most Colonial vessels, both civilian and military, are equipped with engines that are capable of propelling them at FTL speeds. However, there are two grades of lightspeed. Military vessels are treated per the rules in the S&S2e rulebook. Civilian vessels, on the other hand, are only capable of traversing one hex per 10 interstellar turns.

Mega Pulsars - These are the heaviest weapons deployed by Cylon Base Stars. They are treated as a combination of beams and missiles. They are fired as beams, and do 50 EUs to 300 EUs of damage. However, each mega pulsar can only be fired once. Recharging is carried out automatically during an interstellar turn, but requires the Base Star not to engage in combat during that turn.

Nutron Weapons - Nutron weapons are used by Cylons. As well as inflicting the same damage as ion missiles, they also contaminate the area of detonation with a radiation that destroys organic tissue.

Pilot Survival - If a small craft is hit by spacecraft weaponry, it is generally destroyed. However, the SM may allow PCs to make a save check vs Death to survive. The actual state of the small craft should be left up to the SM.
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Colonial Spacecraft

Postby gentleman john » Mon Dec 24, 2012 6:55 am

Starships

Battlestar (BS)

Battlestars are a combination of front-line battleship and carrier. They are designed to take extreme punishment and survive thanks to their heavy armour. Battlestars are equipped with launch bays that allow them to launch up to 50% of their fighter complement at once. They are typically named after important figures in Colonial mythology.

Crew Complement: 700+
Command Rank: Admiral
Power Pile Base: 500
Armour: Heavy
Beam Banks: 32
Fusion Missiles: 100
Fighters: 75
Shuttles: 12
Other Vehicles: 12 Landrams
Sick Bay Capacity: 50

Small Craft

Colonial Shuttle

The Colonial Shuttle is an interplanetary transport vessel. It is treated in the same manner as the shuttle described in the S&S2e rulebook.

Viper Fighter

The Colonial Viper is the mainstay fighter of the Colonial fleet. It is a single-man craft capable of operating in both space and atmosphere. It can move up to 45,000 miles per turn, but can boost up to 60,000 miles per turn three times per mission. Each Colonial Viper is equipped with twin beams that have a range of 5,000 miles, and which do 5 EUs - 30 EUs of damage on a successful hit. A Colonial Viper is immune to personal weapons, but is destroyed by any hit from spacecraft weaponry. They can be damaged in the same way as shuttles.

Colonial Vipers have a speed of 720’ (240’) in atmosphere and 50 damage points.

Recon Viper

The Recon Viper is a Colonial Viper that has been modified for speed. By replacing the beam weapons with laser pumps, the Recon Viper is able to achieve double the speed of the Colonial Viper. Otherwise, the Colonial and Recon versions of the Viper are identical.
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Colonial Vehicles

Postby gentleman john » Mon Dec 24, 2012 6:57 am

Landram

The Landram is a combination armoured personnel carried and tank that is used by Colonial planetary forces. It can carry up to 10 people in addition to the two crew. It has a ground speed of 480’ (160’). The landram is also equipped with a beam cannon in a turret. The beam cannon does 5d6 damage, has a range of 3,000’ and is effective against vehicles and buildings. A landram has 50 damage points.

Snowram

The snowram is a landram that has been adapted for use in extremely cold environments.
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Cylon Alliance Spacecraft

Postby gentleman john » Mon Dec 24, 2012 6:58 am

Starships

Base Star

The Cylon Base Star is a mobile base used by the forces of the Cylon Alliance. They are huge vessels, easily the equal of a Colonial Battlestar. As well as carrying a complement of Raiders, planetary subjugation vessels and Cylon Centurions, they are equipped with lasers, mega-pulsars and nutron torpedoes. Base Stars are also unique in that they are equipped with defensive screens. These screens cost 480 EUs per day for half screens and 720 EUs per day for full screens.

Crew Complement: 5,000+
Command Rank: Command Centurion
Power Pile Base: 1000
Armour: Screens
Beam Banks: 100
Mega Pulsars: 2
Nutron Torpedoes: 100
Fighters: 300
Shuttles: 50
Sick Bay Capacity: 50

Freighter

The Cylon freighter is a vessel that is typically used to haul freight and supplies within Cylon territory, However, they can also be adapted to act as impromptu support platforms for Cylon raiders.

Crew Complement: 10
Command Rank: Civilian
Power Pile Base: 100
Shuttles: 2

Small Craft

Cylon Raider

The Cylon Raider is the equivalent of the Colonial Viper. It has a crew of three Centurions, and is capable of operating in both space and atmosphere. It can move up to 30,000 miles per turn. Each Cylon Raider is equipped with twin beams that have a range of 5,000 miles, and which do 5 EUs - 30 EUs of damage on a successful hit. A Cylon Raider is immune to personal weapons, but is destroyed by any hit from spacecraft weaponry. They can be damaged in the same way as shuttles.

Cylon Raiders have a speed of 480’ (160’) in atmosphere and 75 damage points.

Planetary Subjugation Vessel

This is the Cylon equivalent of a shuttle. They are heavily armoured and used to land Centurions on planetary surfaces for warfare. To help them in this role, Planetary Subjugation Vessels are also equipped with a beam cannon in a turret. The beam cannon does 5d6 damage, has a range of 3,000’ and is effective against vehicles and buildings. A Planetary Subjugation Vessel has 150 damage points.
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Re: Battlestar Galactica

Postby az_gamer » Tue Dec 25, 2012 2:35 am

Great Write Up!
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Re: Battlestar Galactica

Postby John Adams » Tue Dec 25, 2012 3:01 am

Nice. I just started watching them again on Netflix a few weeks ago.
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Cylons

Postby gentleman john » Wed Dec 26, 2012 5:00 pm

As half-promised, I have created some statistics for the Cylons seen in the original series. I have provided stats for the Imperious Leader, but these are purely conjectural. Strictly speaking, PCs should never come anywhere near an Imperious Leader, let alone have the capability to engage it in combat. Still, in spriti of Deities & Demigods, I thought I would throw them up anyway.

Cylon Centurion

Encountered: 1d10 (1d100)
Movement: 120’ (40’)
Intelligence: Average
Psionic Potential: 3d4, inactive
Hits: 2d8
Armour: -4
Combat Skill: 13
Save: L1
Attacks: 1 (bludgeon or by weapon)
Damage: 1d8 or by weapon
Morale: 10
XP: 38

The Cylon Centurion is the mainstay of the Cylon Alliance’s military forces. They resemble large, silver-armoured humanoids, with a single red eye that scans back and forth. This eye is actually a scanner that is capable of acting as an auto-analyzer.

Command Centurion

Encountered: 1 (1d2)
Movement: 120’ (40’)
Intelligence: Extraordinary
Psionic Potential: 4d4, inactive
Hits: 4d8
Armour: -6
Combat Skill: 15
Save: L6
Attacks: 1 (bludgeon or by weapon)
Damage: 1d3 or by weapon
Morale: 10
XP: 190

Cylon Centurions act as field commanders for the Cylon Alliance. Typically, they are found in charge of Cylon units or Base Stars. They are similar to normal Centurions in form, but are bulkier and have red armour. Like Centurions, their “eye” is actually a scanner that is capable of acting as an auto-analyzer.

Cylon Civilians

Encountered: 1d10 (1d100)
Movement: 120’ (40’)
Intelligence: Average
Psionic Potential: 3d4, inactive
Hits: 1d8
Armour: 0
Combat Skill: 12
Save: L1
Attacks: 1 (bludgeon or by weapon)
Damage: 1d3 or by weapon
Morale: 7
XP: 13

Cylon civilians form the bulk of the inhabitants of the Cylon Alliance. They appear to carry out the day-to-day functions in Cylon society. It is debatable whether they are drones or autonomous beings - although this is really only of academic interest. Cylon civilians resemble tall, metallic humanoids with masked faces. They usually wear gold-coloured, hooded robes.

IL-Series Androids

Encountered: 1 (1d2)
Movement: 120’ (40’)
Intelligence: Genius
Psionic Potential: 2d6+6, inactive
Hits: 2d8
Armour: -2
Combat Skill: 13
Save: L9
Attacks: 1 (bludgeon or by weapon)
Damage: 1d3 or by weapon
Morale: 7
XP: 38

IL-Series Androids are the administrators of the Cylon Alliance. They are responsible for advising the Imperious Leader and carrying out its wishes. An IL-Series Android resembles a thin humanoid with a transparent head. The head contains circuits that can be seen switching on and off. Typically they wear ceremonial robes to show their station. While they do not have the scanning eye of the Centurions, they are capable of interfacing with Cylon electronics and directing it.

Despite their claims to the contrary, IL-Series Androids are not completely logical. They often exhibit emotions and traits that they deride “lesser beings” for.

The Imperious Leader

**These stats are purely conjectural**

Encountered: 0 (1)
Movement: 120’ (40’)
Intelligence: Cosmic
Psionic Potential: 3d6+6, inactive
Hits: 10d8
Armour: -6
Combat Skill: 20
Save: L12
Attacks: 1 (bludgeon or by weapon)
Damage: 1d3 or by weapon
Morale: 12
XP: 3100

The Imperious Leader is the supreme leader of the Cylon Alliance. Its word is law. It is rarely seen outside the best-defended of Cylon installations, and is always well protected. It is always accompanied by a bodyguard of 50 Command Centurions, as well as being protected by a personal force screen that can stop 25 points of damage from any attack while active.

The Imperious Leader is usually chosen from among the best of the IL-Series Androids, and as such has the same ability to interface with Cylon electronics. It also has the ability to link to a database of memories from previous Imperious Leaders, thereby gaining their wisdom and knowledge.
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Colonial Encounters

Postby gentleman john » Wed Dec 26, 2012 5:12 pm

I just had to do it. It wouldn't be Christmas without something fluffy.

Daggit

Encountered: 0 (2d4)
Movement: 180’ (60’)
Intelligence: Average
Psionic Potential: 3d4, inactive
Hits: 2d8
Armour: -2
Combat Skill: 13
Save: L2
Attacks: 2 (claws)
Damage: 1d4/1d4
Morale: N/A
XP: 38

Daggits were originally a variety of canidoid found on the worlds in Colonial space. According to legend, they were used by Colonial Warriors as companions and guard dogs. Unfortunately, no Daggits survived the Cylon attacks at the end of the 1000 Yahren War. However, Colonial technicians created a robotic version of the Daggit to act as a replacement. These Daggits resemble chubby, fur-covered quadrupedal robots. They are programmed to be incredibly loyal to their masters, and are equipped with enhanced senses.
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Mystical Encounters

Postby gentleman john » Wed Dec 26, 2012 6:00 pm

The original Battlestar Galactica had a number of mystical elements in it - notably Count Iblis and the Beings of Light. I have statted these up for those who want to include such beings in their game. That, and because my partner said that I should 8-) However, the stats provided are purely conjectural, given the powerful nature of these beings.

Beings of Light/Seraphs

**These stats are purely conjectural**

Encountered: 0 (1)
Movement: 120’ (40’)
Intelligence: Ultra-Genius
Psionic Potential: 20d4+20, powerful
Hits: 10d8
Armour: N/A
Combat Skill: 20
Save: L10
Attacks: 1 (psionic)
Damage: As power
Morale: 12
XP: 5,900

The Beings of Light are an ancient race of powerful beings who have ascended from this plane of existence. While they maintain an interest in the affairs of this dimension, they very rarely interfere unless the events are of cosmic significance. The Beings of Light resemble beautiful human beings who dress in white robes. When they manifest in this dimension, they typically travel in ships made of glowing crystals or in balls of light.

Typical powers include: ESP, Telepathy, Illusory Projection, Molecular Control, Energy Leech, Tentacles of the Mind. They also have the ability to transport themselves and up to two Colonial Shuttles and their contents to anywhere in the universe, instantaneously.

Count Iblis

**These stats are purely conjectural**

Encountered: 1 (1)
Movement: 120’ (40’)
Intelligence: Cosmic
Psionic Potential: 30d6+60, preternatural
Hits: 20d8
Armour: N/A
Combat Skill: 23
Save: L12
Attacks: 1 (bludgeon or energy blast)
Damage: 1d3 or 10d6
Morale: 12
XP: 14,250

Count Iblis appears to be a normal, albeit charismatic, human being who wears white and gold Warrior-style robes. He is always cultured, calm and polite in his demeanour. This is only a facade, as Count Iblis is actually a demonic creature with immense powers. His true form - a horned demon - can be seen if he is successfully damaged by any energy weapon. He has all the psionic powers listed in the S&S 2e rulebook. If angered, he is capable of projecting an energy blast at any target within 1000’.

Count Iblis was originally a member of a mysterious race that travel in ships made of glowing crystals, but was expelled for his evil deeds. If Count Iblis uses his powers to kill anyone who has not sworn loyalty to him, then representatives of this race will soon show up to hunt him down.

There is evidence that Count Iblis is somehow connected to the current Imperious Leader of the Cylons.
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