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Colonial Battlefeet

Second Edition
v. 1.0
By Harry and Leslie Pratt
Introduction
BSG: Colonial Battlefleet is intended to replicate the feel of space combat as it appears on the
new Battlestar Galactica show that airs weekly on the SciFi channel.
To play the game you will need:
- iniatures or counters to represent the spaceships
- iniatures or counters to represent missiles and torpedoes !a lot of them"#
- Se$eral each of si% sided& eight sided& ten sided& and twel$e sided dice !d'&d(&d)*&d)+#
Note: In some places you will be required to roll one or more d9s. To roll a d9, roll a d10
normally, but treat the 10 as a ero.
- ,rintouts of the ship combat record for each ship participating in the battle
- - battle mat marked in he%es large enough to accommodate your ship models.counters/
!Colonial battlestars are assumed to take up + he%es in this rule set.
The game is designed to be simple to learn and fast paced& yet still pro$ide an engaging tactical
e%perience that will pro$ide countless hours of fun.
The ob0ect of the game is to destroy your enemy1s fleet. The cylons accomplish that by hanging
back with their carriers and sending wa$e after wa$e of missiles and fighters at the colonial fleet&
possibly accompanied by Cylon battleships& trying to o$erwhelm the Colonial defenses.
Con$ersely& the colonials want to get in as close as possible to the cylon base carriers so that
they can pound them into so much scrap with their powerful rail guns.
2ou may also wish to create scenarios with other ob0ecti$es as well& perhaps based on
se3uences from the show& such as the battle at 4agnar Station& or simply scenarios you dream
up yourself.
"layin# the $ame
The simplest way to learn BSG: Colonial Battlefleet is simply to walk through each step of game
play and e%plain the rules that pertain to it.
5hen you ha$e started with the Game 6ffects phase& and proceeded all the way through the
7amage Control phase& you ha$e completed a turn. 8nless you are playing a certain scenario&
there is no set limit to how many turns each game lasts. 2ou will find that in the early and late
stages of the game& the turns are completed fairly 3uickly as there is not a lot that takes pla$e in
any indi$idual phase. Towards the middle of the game the turns tend to stretch out a little as
many ships are taking lots of actions.
6%perienced players should be able to complete a small task force on task force game within +
hours at most& assuming only one player per side. 9f instead you ha$e multiple players per side
with each player controlling a single capital ship and its accompanying fighter s3uadrons& the
game will be somewhat longer. -n additional hour for each e%perienced player per side is
probably a good rule of thumb.
:n to the game"
Turn %equence
). Game 6ffects
+. 4oll 9nitiati$e
;. Capital Ship o$ement
<. Capital Ship Shooting.issile = Torpedo 7eployment
>. issile o$ement
'. Capital Ships 7eploy Fighters
?. Fighter o$ement
(. Fighter Shooting
$ame &''ects
7uring this phase& ongoing special damage results are applied or and or appropriate rolls are
taken. 9f it becomes rele$ant which order Game 6ffects are applied& the side that won initiati$e
the pre$ious turn chooses the order.
Special scenario rules can also be handled during this phase after all other game effects ha$e
been applied. 6%amples could include asteroid drift& gra$itational attraction towards a black hole
or other space ob0ect& and so forth.
(oll Initiative
:ne player from each side !Cylons and Colonials# rolls )d)+ for the entire side& re-rolling ties.
The side that rolls the highest wins initiati$e for the entire turn.
)apital %hip *ovement
The side that lost the initiati$e roll must mo$e all their capital ships before the winning side mo$es
theirs.
@ormal o$ement
6ach capital ship has a speed $alue. This is the number of he%es that ship can change its
$elocity each turn. -t the beginning of the game all ships start with a carry-o$er $elocity of +.
The first turn each ship may then ad0ust its $elocity up or down by its speed $alue before making
its mo$e. 9ts current $elocity is then recorded and carried o$er to the ne%t turn. - ship may ne$er
ha$e a negati$e $elocity& ships always mo$e forwards or not at all"
Example:
A colonial battlestar (speed 2) has a carry-over velocity of 5 from the previous turn. This means
that this turn the battlestar !"T move for#ard a number of hexes bet#een $ (-2 speed chan%e)
and & ('2 speed chan%e). The battlestar does not have to chan%e the full 2( ho#ever. )t can add
or subtract any number *-2 from its velocity.
The colonial player decides to subtract one from his velocity( and moves his ship for#ard + hexes
(5-,). -e then records + as his current speed( #hich becomes his carry over velocity for the
follo#in% turn.
9n addition to a speed $alue& each ship also has a turn rate. This number is the number of AclicksB
a ship may turn. Turning in BSG: Colonial Battlefleet is done in half-he% side increments. Thus a
turn of ) AclickB from a flat he% side facing means the ship is now facing down the ApointB of the
he%.
5hen mo$ing down the ApointB of a he%& simply count each he% line& and each open he% as ) he%
mo$ed forward. 9f you land on a he% line !due to an odd rather than an e$en current $elocity# you
simply choose which of the two he%es on either side of the line the ship winds up in at the end of
its mo$ement.
This method may seem harder at first than only turning full he%-sides& but it is necessary due to
the subtle changes in heading called for by the barrage of missiles you will soon be placing on the
board" 9t does create a more interesting and tactical game and after 0ust a couple games will
become second nature to you"
-ll changes of facing happen before mo$ement. Therefore a capital ship is always turned first&
then mo$ed in a straight line. 9t may ne$er change its facing later in its mo$e.
9f a ship has a Cero $elocity for the turn it may spin to any facing regardless of its turn rating.
Dumbering
Some ships with older dri$e systems are so big and slow that they use a different set of rules for
mo$ement. These ships will ha$e Aa% EB for their Speed and ADumberingB for their Turn 4ate.
The E in their Speed stat is the number of he%es the ship may mo$e in any turn. The ship may
mo$e any number of he%es up to this number each turn& but must mo$e only in one direction for
any gi$en turn.
Example: A ship #ith ax +( .umberin% may move ,-+ hexes in direction A on turn ,( then may
move ,-+ hexes in direction / on turn 2. 0hat it may not do is move t#o hexes one #ay( then
t#o hexes another in the space of a sin%le %ame turn.
)apital %hip %hootin#+*issile , Torpedo -eployment
The side that won the initiati$e shoots with its capital ships before the looser. Fowe$er& all
shooting is considered to be simultaneous& therefore damage is not applied until the end of the
phase.
-ll fire must be declared before any dice are rolled. The shooting player may shoot all remaining
weapons carried by his ship each turn if he or she wishes. There is no penalty for splitting fire&
but you may not change targets once you start rolling dice and see how effecti$e your shooting is.
To declare that a weapon is being fired at a target& the target must lie in the weapons firing arc.
issiles and torpedoes ha$e their own special rules !see below# and turret mounted weapons are
considered to ha$e a ;'* degree fire arc. :therwise a weapon will ha$e one or more of the
following fire arcs:
!F#orward
!,#ort
!S#starboard
!-#ft
The forward firing arc begins with the he% directly in front of the ship and e%tends away from the
ship in a cone. The aft firing arc is a mirror image of the forward firing arc& e%cept it begins with
the he% directly behind the ship.
-nything to the left of the ship that is not in its forward or aft firing arc& is considered to be in its
port firing arc. Similarly& anything to the right of the ship not included in its forward or aft firing
arcs is considered to be in its starboard firing arc.
7irect Fire 5eapons
7irect fire weapons include rail guns& beam cannons& and any other weapon that does not launch
a pro0ectile whose mo$ement is plotted on the tabletop.
6ach direct fire weapon will ha$e a ATo FitB $alue of a certain number of dice. For e%ample& a
Fea$y 4ail Gun has a ATo FitB $alue of +d)+.
To shoot a direct fire weapon& the player rolls the to-hit dice& adds them together& and compares
the total to the range to the target. 9f the result of the die roll is e3ual or greater than the range to
the target& a hit has been scored"
Example: A colonial ercury class battlestar dreadnou%ht #ishes shoot a 1ylon battleship ,$
hexes a#ay #ith a heavy rail %un battery. The heavy rail %un has a to-hit value of 2d,2. The
colonial player rolls 2d,2 %ettin% a $ and an ,,( for a total of ,+. "ince this is %reater than the
ran%e to the tar%et( a hit is scored( and the colonial player may roll for dama%e a%ainst the cylon
ship.

9f a hit is scored& you then roll the listed damage dice of the weapon and resol$e the damage as
described under -ama#e (esolution in the multi-phase rules section below. 7amage resolution
is listed separately because the same mechanics apply to each of the $arious shooting phases in
BSG: Colonial Battlefleet.
issiles and Torpedoes
Some ships& such as Cylon carriers& are not e3uipped with direct fire weapons& and instead ha$e
missiles or torpedoes as their primary weapons systems. The mo$ement of missiles and
torpedoes is plotted on the battlegrid and therefore no to-hit roll is re3uired. 9nstead& use the
following rules:
7uring the capital ship shooting phase& missiles and torpedoes may also be deployed. issiles
and torpedoes are deployed in any ad0acent he% to the firing ship with any facing. Fowe$er& they
must be placed so that their subse3uent mo$ement in the ne%t phase does not enter the ship1s
own he% causing the ship to shoot itself"
9t is important when deploying and mo$ing missiles and torpedoes that the miniature.counter
clearly shows which he% side or he% point the miniature is facing as this will become $ery
important later in the game"
issiles hit or miss the target by entering a he% occupied by a capital ship during the missile or
torpedo mo$ement phase !or if they missiles or torpedoes are run o$er by a capital ship during
the capital ship mo$ement phase"# They will attack any capital ship whose he% they enter& friend
or foe"
The difference between missiles and torpedoes lies in how they mo$e& as described below.
*issile , Torpedo *ovement
6ach player mo$es the missiles !or torpedoes# he or she deployed in the current or pre$ious
turns.
issile o$ement
To mo$e a missile& you may turn it up to one click in either direction& then mo$e it straight forward
si% he%es. 9f it enters the he% of any capital ship& friend or foe& it attacks and damage is resol$ed.
-ny reacti$e fire flak batteries carried by the target ship get a chance to shoot down the missile
before damage is rolled.
Torpedo o$ement
Torpedoes mo$e in a similar fashion to missiles. Fowe$er& they recei$e only one change of
facing on the 'irst movement phase a'ter their deployment. Thereafter they mo$e in a straight
line ' he%es per turn until they enter a he% occupied by a capital ship& lea$e the board& or are
deemed to no longer ha$e any chance of affecting the battle. Dike missiles& torpedoes may be
shot down by reacti$e fire flak batteries carried by the target ship.
For more information on 4eacti$e Fire weapon systems& see the special rules section.
)apital %hips -eploy .i#hters
8nless the scenario specifies otherwise& fighters are always assumed to start the battle docked
safely in the ship that carries them. 9n order to use the fighters& the player must first deploy them.
Capital ships may deploy fighters in their fighter deployment Cones. 9nitiati$e is not rele$ant to
this phase& so each side may deploy fighters simultaneously.
For Battlestars !assuming a battlestar takes up + he%es#& the fighter deployment Cones are the
middle he% in the three ad0acent he%es on each side. Thus& a battlestar may deploy + fighter
s3uadrons per turn.
Cylon ships may deploy fighters in any ad0acent empty he%. Thus carriers may normally deploy
up to si% fighters per turn.
9f a fighter deployment Cone he% is occupied by any ob0ect& the capital ship may not deploy
fighters into that he%.
@ote: 6ach fighter model in BSG: Colonial Battlefleet represents one s3uadron of fighters.
.i#hter *ovement
The side that lost the initiati$e then mo$es all fighters currently in play. Fighters ha$e a speed
$alue like capital ships& howe$er they are not sub0ect to the same mo$ement restrictions.
Fighters ha$e no AfacingB and may simply mo$e any number of he%es in any direction!s# up to the
ma% mo$e $alue of the fighter as listed on its sheet.
-fter the side that lost the initiati$e has mo$ed its fighters& the side that won the initiati$e mo$es
its fighters following the same process.
9f a fighter carrying boarding parties mo$es into a he% occupied by an enemy capital ship& remo$e
the fighter and follow the rules for boarding actions starting in the ne%t Game 6ffects phase. See
the special rules section below for more information on boarding parties.
.i#hter %hootin#
The side that won the initiati$e proceeds through each applicable step of the fighter shooting
phase as described.
). Cylons may make one Cylon Computer 9nfiltration roll against e$ery colonial capital ship with
networked computer systems within range. -ny fighters that participate in the cylon computer
infiltration attack& may not participate in any later steps in the cylon shooting phase. For more
information on the computer infiltration attack& see the Special 4ules section.
+. -ny fighters armed with torpedoes may deploy their torpedoes. @ote that these torpedoes will
not be mo$ed until the ne%t missile.torpedo mo$ement phase.
;. Sur$i$ing fighters may shoot at ad0acent targets. Fighters must be ad0acent to a target in
order to attack it. Fighters shooting at a capital ship with reacti$e fire flak batteries will recei$e
return fire as they e%ecute their attack runs.
;a. -ny targets with the 2o%fi%ht special rules that are attacked by fighters may take
simultaneous return fire against the attacking fighters G assuming they ha$e not already made a
dogfight roll this turn. 9n a dogfight& damage rolls are made for both sides before models are
remo$ed. See the 7ogfight special rule.
-fter the side that won initiati$e has completed all steps of the shooting phase& the side that lost
the initiati$e may then proceed through each step of the shooting phase with any sur$i$ing
fighters.
*ulti/phase (ules
-ama#e (esolution
Ships !and missiles# ha$e an -rmor or 7efense rating that determines whether the ship takes
damage from a particular weapon hit. Generally& capital ships will ha$e -rmor ratings& while
fighters& missiles& and other small craft will ha$e a defense rating that represents their ability to
dodge& rather than absorb weapons hits. -rmor and defense ratings work in similar ways with
small differences. These differences are outlined below. 9n addition& some weapons may ha$e
special rules that apply only against targets with one type of rating or the other.
-rmor 4atings G To see if a weapon hitting a target with an Armor 3atin% does damage& roll the
appropriate damage dice for the weapon. Compare each damage die indi$idually to the target1s
armor rating. 9f the die roll e3uals the target1s armor rating it inflicts ) point of hull damage. For
each point by which the die roll e%ceeds the target1s armor rating& it inflicts an additional point of
damage. Total the damage done by all dice from the weapon& and mark off that many hull point
bo%es on the target1s damage track.
7efense 4ating G To see if a weapon hitting a target with a defense rating does damage& roll the
appropriate damage dice for the weapon and compare each die rolled indi$idually against the
target1s 2efensive 3atin%. -ny roll e3ual to or greater than the target1s 2efensive 3atin% destroys
the target. Ships.missiles that ha$e a defense $alue& do not ha$e hull points and are destroyed
by any successful damage.
9mportant: Ships.missiles with a defense $alue are completely immune to any weapon that does
not specifically state that it can affect ships with a defense rating instead of an armor rating.
Capital weapons are 0ust too big and cumbersome to employ effecti$ely against small targets.
)ritical 0its
9n addition to hull damage& ships can also suffer critical damage results and lose the use of $ital
systems.
5hene$er the attacker rolls doubles on the damage dice for a single weapon system& a critical hit
is scored. Fowe$er& the doubles must be high enough to actually penetrate the armor of the ship
being targeted.
Example: a 1olonial /attlestar 2readnou%ht hits a 1ylon carrier (2efense 4alue 5) #ith a 3ail
6un (2ama%e 4alue +d7). The 1olonial player rolls his dama%e dice and scores 8( 8( 7( 7. The
sixes are discarded( because they did not penetrate the 1ylon ship9s armor. -o#ever( the pair of
7s inflict a total of four points of dama%e plus a critical hit.
For each pair of numbers rolled& a critical hit is scored. Thus in the e%ample abo$e if the Colonial
player had rolled H&H&H&H that would be two full pairs and the shot would ha$e inflicted two critical
hits on the Cylon ship.
5hene$er a critical hit is scored& roll on the following table:
Critical 7amage Table !)d'#
) Flight :perations 7isrupted
+ Special System 7amaged
; 5eapon System 7estroyed
< Bridge 7amaged
> Fire in Space"
' 4eactor Core 7amaged
9f a 1)0" rolls doubles when attacking a capital ship& they may also roll normally on the table
abo$e. The weapon also still gets its AfreeB special critical roll in addition to the normal roll for
crossing off the bo%. !See C95S in the special rules below.#
9f any roll yields a result that does not apply because all the appropriate systems are already
damaged& simply mo$e to the ne%t higher critical result and apply that damage result instead.
Flight :perations 7isrupted The control area that go$erns flight operations for the ship has
been destroyed. The ship may not launch or reco$er fighters
until operational control has been re-routed. Check the bo% ne%t
to Flight :perations on your ship data sheet.
7uring each Game 6ffects phase& roll )d'. :n a '& control has
been re-routed and the ship may launch and reco$er fighters
normally. 6rase the checkmark ne%t to flight operations on your
ship data sheet.
Special System 7amaged The attacker chooses one special system from the Special
portion of the defender1s ship card. ,lace a checkmark ne%t to
that system on your ship data sheet. That special rule may not
be used by that ship for the rest of the game.
5eapon System 7estroyed :ne of the ship1s weapons systems has been destroyed. The
attacker chooses a single weapon system on your ship data
sheet. ,ut a check mark ne%t to the weapon system that is
chosen. That weapon system may not be fired for the rest of the
game.
Bridge 7amaged The ship may no longer change its heading or $elocity until a
backup system has been put in place. Ships with the Dumbering
special mo$ement rule remain in place.
7uring each Game 6ffects phase& roll )d'. :n a '& na$igational
control has been restored and the ship may maneu$er normally.
6rase the checkmark ne%t to Bridge on your ship data sheet.
Fire in Space" -dd ) to the number of fires on the ship.
7uring the game effects phase& roll )d' for each fire. :n a result
of )& add ) to the number of fires and roll on the critical chart to
see what additional damage has been caused by the fire. :n a
> or ' reduce the number of fires on the ship by ) for each > or '
rolled.
- ship may ha$e multiple fires either through the fires spreading&
or from rolling this critical multiple times before the fires are
e%tinguished.
4eactor Core 7amaged The ships1 power system has been damaged" ,ut a check ne%t
to 4eactor Core on your ship data sheet.
7uring the game effects phase roll )d' and subtract ) from the
die for each pre$ious roll for this effect. :n a score of ) or less
the ship e%plodes in a catastrophic e%plosion. -ll ships.missiles
within + he%es suffer a d)+ hit.
:n a natural roll of ' the reactor has been repaired and this
critical is discarded. 6rase the checkmark on your ship data
sheet.
9f this critical result is rolled a second time& the catastrophic
e%plosion happens immediately.
%pecial (ules
Boarding Party
This ship is e3uipped with Cylon Centurion or Colonial arine boarding parties. 9t can mo$e into
the he% occupied by a capital ship. 5hen that happens& remo$e it. Thereafter& in each game
effects phase& the attacker rolls ; dice !according to their troop type#& and the defender rolls one
die !according to his troop type# for each attacker die and compares the results indi$idually. For
each point by which the attacker die e%ceeds the defender die& note ) crew casualty ne%t to the
hull points damage bo%.
9f the number of crew casualties e$er e%ceeds the remaining number of hull points on the ship
then the entire crew has been killed and the opposing player may take control of the ship.
9f the attacker die e3uals the defender die nothing happens.
9f the defender die beats the attacker die& that attacker die is discarded& and can1t be used in
future turns as those soldiers ha$e been killed.
Cylon Centurions roll d)*s
Colonial arines roll d(s
CIWS (Close-In Weapons System)
This is a small caliber& rapid fire pro0ectile weapon. 9t doesn1t pack much of a punch !relati$ely
speaking#& but is highly accurate. @o Ato hitB roll is needed with a C95S& simply roll the damage
dice. -ll C95S1 ha$e a range of ).
-gainst targets with an Armor 3atin% this weapon can ne$er inflict more than ) point of hull
damage total regardless of the die roll!s#. Fowe$er& any successful damage roll allows the
attacker to make a special critical roll. The attacker chooses one result from the 1ritical 2ama%e
Table !e%cept for 4eactor Core 7amaged# and rolls )d'. 9f the die roll e3uals the result chosen&
the target suffers the chosen critical damage result.
- C95S can affect targets with a 7efense $alue instead of an armor rating.
CCIA (Cylon Computer Infiltration Attack)
-ny time a ship with this special rule is within < he%es of a ship with the :et#or;ed 1omputer
"ystems special rule& the cylon player may roll +d( and adds I) for each other ship with this
special rule within < he%es of the target. :nly one roll is made against the defenses of all ships
within range.
The colonial player rolls ;d' for each ship within range of the attack and compares his result to
the cylon player1s score. 9f the cylon player1s score e%ceeds the colonial players score& the cylon
may Aswitch offB the colonial ship. The colonial ship continues mo$ing on its current heading and
$elocity and may take no actions !including reacti$e fire# until the end of the following turn.
-fter ) turn of inacti$ity& the affected ship !if it hasn1t been blown out of the stars# returns to
normal as the computers ha$e managed to isolate and eliminate the cylon $irus G at least
temporarily. For the rest of the battle& that ship cannot be affected by another computer infiltration
attack.
9f the colonial player1s roll e3uals or e%ceeds the cylon player1s score& then the attack has been
defeated by the colonial computer1s firewalls. Fowe$er& the cylon player is free to try another
computer infiltration attack on each turn thereafter& until an attack is successful or he no longer
has ships able to participate in the attack.
These rolls are made during the Fighter Shooting ,hase. Cylon ships that participate in a
computer infiltration attack may not participate in any other steps of the fighter shooting phase G
including dogfighting.
Dogfight
5hene$er a ship with this rule is attacked by a fighter& it may also roll its own attacks against the
attacking fighter. 7amage from both attacks is resol$ed simultaneously.
- ship may only e$er take one 2o%fi%ht attack per turn.
lak !ode
This is a capital weapon that has an alternate fire mode that allows it to work like a flak battery.
5eapons with this ability may target any he% within the normal range of the weapon. @o Ato-hitB
roll is needed.
- weapon with this ability targets a single he% within range and rolls the number of flak dice
indicated. ll weapons with this ability must target the same he% the results are compared to the
defensi$e $alue of any model in the target he%. -ll flak mode fire must be declared
simultaneously. - player cannot wait to see if his first flak mode attack hits before deciding to roll
his second.
"et#orked Computer Systems
This ship gets I) to any reacti$e fire rolls is makes for each other ship with a networked computer
system within < he%es.
This ship is also $ulnerable to Cylon Computer 9nfiltration
"uclear Detonation
This weapon is an area attack. The primary target suffers a <d)+ hit upon impact. 9n addition to
the primary damage& all ad0acent targets take a +d)+ hit. -ll targets + he%es away take a )d)+
hit. @o target may be affected more than once by the same blast.
This damage can affect ships.missiles with a 7efense 4ating.
"uclear Payload ($)
This ship is armed with one or more nuclear torpedoes !as shown by the number !%##.
-ccording to the ship type !capital $s. fighter# this ship may deploy nuclear torpedoes in the
appropriate phase !Capital Ship Shooting or Fighter Shooting#.
Fighters may not shoot in the turn they deploy nuclear torpedoes. Fighters may deploy as many
nuclear torpedoes as they carry in a single $olley.
Capital ships may deploy as many nuclear torpedoes in a single spread as they ha$e torpedo
launchers noted on their data sheet.
%eacti&e ire
This weapon is not fired in the normal shooting phase. 9nstead it is fired when a target attacks
the ship carrying this weapon system.
- reacti$e fire weapons system rolls its attack dice against 6-CF missile& torpedo& or fighter that
triggers the system.
Example: A 1olonial ship #ith reactive fire <la; /atteries of $d,* is attac;ed by five missiles in
one turn. The 1olonial player rolls $d,* five times( once for each missile( in an attempt to shoot
it do#n before it hits.
-gainst missiles and torpedoes& damage from a 3eactive Fire weapon is resol$ed B6F:46 the
action that prompted the reacti$e fire.
-gainst fighters& damage is resol$ed simultaneously with the fighter attacks.
%e-%oll Damage
This weapon is e%traordinarily powerful. 7uring the damage resolution step& any damage dice
that fail to penetrate the target1s armor may be re-rolled once.
%e-%oll 'o (it
This weapon is more accurate than most& or has an e%tremely high rate of fire that makes it
easier to hit. 9f the weapon misses on its to hit roll& the to hit dice may be re-rolled once.
%espa#n
The base ship for these fighters carries a $irtually unlimited number of them. -ny time these
fighters are destroyed& return them to the base ship& ready to be deployed again during the ne%t
fighter deployment phase.
6ach ship carrying fighters with the A4espawnB ability will ha$e a ACommand and ControlB rating
for that fighter type. This rating is the ma%imum number of that fighter type that the base ship
may ha$e in play at any one time. @ew fighter s3uadrons may not be launched until old ones are
destroyed.
'actical "et
This ship coordinates nearby fighter s3uadrons into tight defensi$e formations. -ll allied fighter
s3uadrons within < he%es gain a I) to their 2o%fi%ht rolls. This bonus does not apply to offensi$e
attacks& only to the defensi$e dogfight rolls.
.12:
21. )an two ships ever occupy the same he34
-). @o. 9f a ship would end its mo$ement in a he% occupied by another ship& simply stop its
mo$ement short of the other ship and ad0ust its $elocity accordingly for the ne%t turn.
-n e%ception to this rule is when a capital ship ends its mo$ement in a he% occupied by a non-
capital ship& such as a fighter. 9n that case& the small ship is displaced into an ad0acent he% to
make room for the capital ship. The opponent chooses which he% the small ship is displaced into.
This rule is in place to accommodate the needs of a miniatures based game without o$erly
cluttering he%es. 9f you are playing with counters& you may wish to allow Aship stacking.B 9f you
play with this option you will need to roll randomly to determine which ship is attacked when a
missile enters a he% occupied by multiple enemy ships.
25. )an ships move throu#h each other4
-+. 2es. Ships may always mo$e through he%es occupied by other ships& regardless of
allegiance and ship class. They simply cannot 6@7 their mo$e in a he% occupied by another
ship. See J) abo$e.
26. )an ships move throu#h he3es occupied by missiles 7or torpoedoes8 and vice versa4
-;. 2es. -ny ship may mo$e through a he% occupied by a missile !or torpedo#& and any missile
may mo$e through a he% occupied by a ship. F:56K64 G if a capital ship attempts to do this it
is sub0ect to immediate attack by the missile& 0ust as if the missile had mo$ed into the capital
ship1s he% during the missile.torpedo mo$ement phase.
29. :hat is considered the ;.ront< o' a )ylon carrier ship4
-<. 2ou may use any con$ention you wish. 5e ha$e chosen to define the AstarB pattern cylon
ships as facing the way of the primary point on the top star. The primary point is the point that
forms the top of the Atriangle.B
2=. *y battlestar model ta>es up 5 he3es? 0ow does that wor> when the battlestar is
'acin# the point o' a he3, rather than a 'lat side4
->. These rules were written with the assumption that a battlestar takes up + he%es& while a
cylon base ship takes up ) he%. 5hen a + he% model faces the point of a he%& the model will
wind up taking up space in ; he%es rather than two. For all intents and purposes& the model is
considered to fully occupy all three he%es in this instance.
For multi-he% models& all turns are based on pi$oting the ship around the nose !swinging the back
end while the bow turns in place#.
2@. :hy are the battlestar classes shown as ;Aattlestart -readnou#ht< or ;Aattlestar
)ruiser.<
-'. 9n order to integrate ships from both the original series and the new show into a seamless
uni$erse& the background of Colonial ship design has been fleshed out.
ABattlestarB refers to a particular ship design philosophy. Date in the >
th
millennium& technology
had ad$anced to the point where single-seat fighters became feasible. -t first the human
colonies rushed to adopt the fighter as their primary offensi$e weapon& and the Star Carrier was
born. This was a lightly armed and armored ship that was packed to the bulkheads with as many
fighters as could be crammed in.
By the dawn of the '
th
millennium howe$er& it had been shown that these ships were too fragile to
be effecti$e. The cylon war had started& and the cylons had large& hea$ily armed and armored
ships to support their carriers. 9n addition& the relati$ely short range of space fighters made
combat happen at far shorter distances than the original planners had anticipated. 5hat was
needed was a hea$ily armed and armored ship that possessed its own ship-to-ship weapon
systems& while still carrying a siCable fighter contingent to ser$e as a fighter screen and an
offensi$e strike tool. Thus& the battlestar concept was born.
The term battlestar refers to a starship that can function in the dual role of combat ship and fleet
carrier. Battlestars can be a $ariety of classes howe$er. Thus it is necessary to refer to
battlestars by their full class designation: Battlestar Cruiser& Battlestar Battlecruiser& Battlestar
7readnought. 7estroyers are too small to successfully employ the battlestar design and thus are
simply A7estroyers.B -dditionally& there are some designs of cruiser& battlecruiser& and
dreadnought that are single role ships that do not user the Battlestar design layout. These may
be released in future rules updates.