======BATTLESTAR

=======

r

OF STARFIGHTER

COMBAT

/

TABLE OF CONTENTS
Introduction . Game Components Terms Important For Pilots Game Setup Sequence Of Play Movement Moves Possible Stacking Counters Number Of Moves Per Turn Recording Movement ... How Damage Affects Movement Fuel Supply .. Using Fuel . Recording Fuel Use Recording Damage To Fuel Supply Firing Weapon Systems Weapon Types ..•... Firing Arcs . Determining Weapon Hits How Damage Affects WB<lpon Firing Damage From Hits .... Determining Damage The Damage Display The System Status Display The Fuel Supply Display

.2
.3 .4 .6

.6 .7 .7 .7 .7 .8
.8 .8 .8

,8 ,8
,9

9
,9

.9
10 11

Damage Descriptions Damage Conflict From Multiple Hits Replacing Cylons Asteroids Placing Asteroid Counters Movement Through Asteroids Asteroids And Weapon Fire Skill Rolls And Increasing Skills Skill Rolls Using Gunnery Skill Creating Experienced Pilots And Gunners Increasing Skill And Program Efficiency Familiar Fighter Bonus Using Base Ships Base Ship Construction Firing Base Ship Lasers Base Ship Incoming. Fire Destroying A Base Ship Fighter Take-Ofts Fighter Landings Crashing Into Base Ships The Games Fighter Duel Mass Attack Campaign Game

13 17
17

11 11
13

13

18 18 18 18 19 19 19 19 19 20 20 21 21 21 22 22 22 23 23 23 23 23

8A TTLEST AR GALACTICA

Designer .lordan Weisman Co-Designer L. Ross Babcock, III Development Wm. John Wheeler Forest Brown Writing And Editing Wm. John Wheeler

PIa ytesting Michael Bledsoe Chris Fell Butch Leeper Ellen Wilkerson Martin Gant David Gerhart Mitchel! Korsky

Production Graphics And Artwork Dana Knutson Layout Jordan Weisman Typesetting Karen Vander Mey Proofreading Donna Ippolito

INTRODUCTION
Battle Alert! Scramble Vipers! Deep-space scanners show a Cylon Baseship lurking near an asteroid field. Its Raiders have been launched, and the fight is on, Can you, as a Colonial pilot fly your Viper in a successful mission against the dreaded and deadly Cylons? Can you fly you r fighter skillfully enough to put the enemy in your sights without colliding with an asteroid? Will you be able to fire your lasers and torpedoes accurately enough to destroy Ihe Cylon Raider before the Cylan crew-can hunt you down and destroy your fighter? This boardgame simulates the fast-paced action of fighter combat from the television series Battlestar Galactica. It may be played by one or more gamers, taking either the Colonial human side or the Cylon side, Players may man any of 3 types of fighters or play the base ships of the side they choose.

,e

1979 Universal City Studios, Inc. All Rights reserved.
of and lieeneed

BATTLESTAR GALACTICAfl" 4a trademark by Universal City Studios, Inc.

GAME COMPONENTS
RULE BOOK
This rule book gives all the information and data needed to learn and play this exciting game. It is written simply, with each step thoroughly explai ned, and it has many illustrations so that new gamers can learn how to play easily. Three 17" by 22" starfield mapsheets form the playing surface for the game. §,ach has a grid of fi-sidad areas called hexagons, or just hexes. The six hex-sides are used to determine a fighter's heading for movement an,d the way its guns are pointed for firing., One ohhe mapsheats shows only stars; this 'blank' sheet is used in all versions of the game, and is the only one used in the fig hter duel g ame. Th e oth er two m a psheets show th e base ships for both sides, one showing Battlestar Galactica and the other the Cylon Baseship. Asteroid Clusters

Two huge asteroid clusters are provided, and 20 small clusters. The huge clusters are 7 times as big as the smaller clusters.

PLAYING BOARD

PLAYING COUNTERS
Th ere are th ree types of 1-i neh -wide, fi-si ded, colored counters that are used in this game. They show the 6 kinds of fighters, asteroid clusters, and explosions.

20 Expl.osion Counters
When a fighte·r blows up, one. these counters is placed on top Of it. and when a base ship takes damage, one of these counters shows this. Fires in the landing bays or launching bays also are shown by these counters.

18 Viper Counters
The Galactica pilots fly the Viper, which is shown in the illustration. There are three types, as shown .bv the small number on the counter. The pilot also is the gunner.

GAME SHEETS
A. pad of 2-sided Garns Sheets is provided for recording movement and damage. One side of each sheet has the information used by the Viper pilot. and the other has the information used by the Raider pilot.

18 Raider Counters
The Cylon pilots fly the Raider shown in the illustration. It is just as powerful as the Viper, but it takes damage in a different way. It also has three models. Three Cvloris are in the cockpit, one gunner, one pilot, and one standby. The Cylon player chooses which Cylon will do which job.

DICE
Two 6-sided dice are provided for resolving combat and damage. One of these dice is red and the other is white, Sometimes one is rolled (the color does not matter). and at other times both are relied. Dice rolls are required to resolve weapon fire and to determine damage. The colors make a difference when damage is determined.

TERMS IMPORTANT FOR PILOTS
Before any pilot can really understand these rules, there are a few terms that he should learn. This section gives the meanings of these terms all in one place. The definition for most of these terms is repeated the first time it is mentioned in the rules. Pilots who do not understand the way a term is used in other parts of the rules can look it up here easily. ASTEROID CLUSTER Pilots may fly irrro th is cluster of space debris, and they may shoot from it or into it, but both ofthese tasks are harder than normal. BASESHIP This huge ship is the home base of the Cvlon Raider pilots. It has launching bays, landing bays, and laser turrets. It is used in the Mass Attack game or the Campaign Game. Though it has many lasers, the targeting system is not as accurate as the fighter laser system. It may seem invulnerable, but accurate hits can destroy it. BAlTLESTAR GALACTICA This huge ship is the home base of the human Viper pilots. Like the Cylon Basesilip, it has landing and launching bays and lasers. It, too, can be destroyed by accurate fire. It is used in the Mass Attack Game and the Campaign Game. COLLISION ROLL When a fighter flies into an asteroid cluster, he must roll 2 dice to see if his piloting is good enough to avoid collisions. -If the number is g reate: than or equal to his piloting Skill Target, no collision occurs. If a collision occurs, damage is rolled as if the fighter took a weapon hit. DAMAGE When a shot hits a fighter, it automatically takes some damage. Sometimes the damage will be light, and sometimes heavy enough to make the fighter blow up! Usually, as the fighter takes damage, it becomes slower an.d hard to maneuver; it also becomes harder to hit targets or to remain in control. When the fighter takes enough damage, it will not be able to fly any longer. The Damage Chart gives the exact effects, whether the darnaqe is given to the fuselage, the engines, the weapon targeting system, the lIfe support system, the steering system, or to the cockpit. This damage is recorded on the Game Sheet, in the Damage Display. DAMAGE ROLL This is a dice roll that is used to determine the damage that results from a successful shot. This damage is determined by consulting the Damage Results Tab/es. The red die tells which table to use, and the white die tells what the result is. Hits from some weapons change the table numberto give more or less damage than average. DAMAGE CHART The Damage Chart tells what the effect of a successful weapon shot does to the target. On it are 36 different damage effects In 6tables. Thetables are numbered 1 - 6; the greater the table number, the greater the damage. DISRUPTED Whenever a Cylon Raider is hit, there is a chance that one or more of the Cylons will experience a power surge that temporarily disrupts its program mingo When this happens, the Cylon cannot function at its job. If the pilot is disrupted, the Raider flies randomly. If the gu nner is disrupted, the lasers fire randomly. Disrupted Cylons can come back on line by making a successful Skill Roll. . FIRING ARC Lasers and torpedoes have fixed fi ring arcs. They only fire directly in front of the fighter or slightly left and right. FUEL SUPPLY The fuel supply is what allows the fighter to move and fire; ~ach fighter has 30 fuel points. As the game progresses, the fIghter has less and less fuel, either because it has been used, or because its fuel tanks have been damaged. When its fuel supply is gone, a fighter may not move or fi reoIn the campaign game, the fighter can be refueled. Fuel use ·and damage to the fuel supply is shown in the Fuel Record boxes below the Damage Display. FUSELAGE The fuselage is the plasmetal that forms the body, the tallfins, the canopy, and all that holds the fighter together. It is the easiest part of a ta rget to hit, but it can ta ke more damage than other parts of the craft before the damage becomes critical. Damage to the fuselag·e is recorded in the Fuselage wedge of the Damage Display. GAME TURN A game tum begins when pilots record their moves and ends after all shots have been resolved. Fighters are limited in the number of movements, steering changes, and weapon shots they may make in a game turn. LASER The weapon with the longest range and the best chance to hit is the laser. Depending on the type, a fighter may have 1, 2, or 3 lasers. Lasers may be rearmed and fired again in each new game turn. Damage to the laser firing system is recorded on the left side of the Game Sheet. LIFE SUPPORT SYSTEM This is the complex electronic and electrical system that controls the oxygen and heat necessary to keep Viper pilots aIive. Damage to th is syste m is recorded in th e Cockpit wedg e of the Damage Display. Cylon fighters do not have this system. MOVEMENT Movements are the way the fighters go from place to place on the mapsheet. Forward movements cause the fighter to move straight ahead. Direction changes, called vector changes, cause the fighter to move forward and then rotate eilh er rig ht a r left; these are used to steer the fi ghter in one di rection or another. Undamaged Vipers and Raiders can make up to 3 movements without turbos and 6 movements with turbos. PROGRAM EFFICIENCY For Cylon pilots, program efficiency replaces piloting skill or gunnery skill. In advanced scenarios or the Campaign Game, program efficiency is used to help the Cylon restore full functioning after being disrupted and to fire weapons more accurately. It also is used to remove movement restrictions and to avoid collisions. See SKILL ROLL. RAIDER This is the Cylon fighter. The Mark I has 3 veiy accurate lasers and the most efficient tu rbo thruster. The Mark II has 2 lasers and 2 torpedoes. The Mark III has 1 laser and 4 very accurate torpedoes; its turbo thruster is the least efficient. Three Cylons fly in the cockpit. One is the fighter's pilot, another the gunner, and the third is a standby. Any of the three Cylons can do either job; as the Cylons take damage, it is up to the player to decide which one does which job. SKILL In determining if collisions occur in asteroid clusters, Viper pilots use their piloting Skill. New pilots have a piloting skill of O. Successful rnlssions add to their piloting skill. Piloting skill also is used when making Skill. Rolls in advanced scenarios or the Campaign Game. See SKILL ROLL.

In advanced scenarios or the Campaign Game, human pilots also have gunnery skill, which allows them to fire weapons more accurately. Beginning pilots have a gunnery skill of O. Successful missions increase this value, which decreases the base To-Hit NUmber. SKILL ROLL In advanced scenarios, whenever darriaqe to the fighter resuIts in movement restriction s or wh enever th e fig hter fl ies into asteroid clusters, it is the pilot's piloting skill or prog ram efficiency that is used to remove the restriction or to avoid a collision. Then 2 dice are rolled. It the number rolled is greater than or equal to the Skill Target, the roll was successful; if the number rolled is less than the Skill Target, the roll failed. A successful Skill Roll allows the pilot to remove the movement restriction (5 abilizer damage, heading change restri ctio n, tu rbo th rusters ou t, 0 r speed chan ge restri ctio n), and allows him to fly the fighter normally in the next turn. A successful Skill. Roll allows the pilot to avoid collisions with asteroid clusters. Successful Skill Rolls for Cylons allow them to restore normal functioning after their programs have been disrupted. SKill TARGET The piloting Skill Target is determined by subtracting the piloting Skill or Program Efficiency from 7. This is used in making Skill Rolls, Collision Rolls, and rolls to restore Cylon program functioning after it has been disrupted. STABILIZER The stabilizer controls the direction that the fighter will fly. If It takes damage, the pilot has no control over where his fighter will go. TO·HIT NUMBER This is the nu mber that a pilot needs to roll for a successful shot with any weapon. In general, the following is true about To-Hit Numbers: The farther away the target, the higher the To-Hit Number. Targets or firing ships that have moved using turbos have higher To-Hit Numbers. Shooting from or into asteroids gives higher To-Hit Numbers. The greater the skill (program) of the gunner, the lower the To-Hit Number. More experienced pilots and gunners have lower To-Hit Numbers. TO-HIT ROLL This is a roll with two dice that is used 10 determine if the pilot's shot hit the enemy. The roll is successful if it is greater than or equal to the To-Hit Number. TORPEDO In general. the torpedo gives more damage than the laser, with more chances to hit the cockpit or [0 destroy the target. Depending on the type, a fighter may have 0, 2, or 4

torpedoes in its rack. The Mark III Vipers and Raiders, which carry 4 torpedoes, have specially designed torpedo firing systems that are quite accurate. After a torpedo has been fired, it is gone. Damage to the torpedo firing system is recorded on the left side of the Game Sheet. In the campaign game, fighters may reload torpedoes If they land. TURBO Each fighter has a tu rbo thruster system that allows it to make extra movements. An undamaged fighter may make 3 movements without the turbo thruster and 6 with the turbo thruster. Movement with the thruster uses fuel more rapidly than without it. When the fighter takes damage, it cannot use its turbos as well, as shown in the Engines Wedge of the Damage Display. Damage to the turbo thruster itself is recorded in the upper left corner of the Game Sheet TURN In this game, this word only refers to one game turn. Steering Iturning) the nose of the fighter is called making a vector change to avoid confusion. UNCONSCIOUSNESS ROLL When a Viper pilot takes more than two wounds, he may pass out. Then, he cannot perform his job. If the pilot passes out the craft flies randomly, and no weapons may be fired. To determine if this happens, 2 dice are rolled. On the third hit, if the roll is equal to or greater than 8, the roll is successful. On the fourth hit, if the roll is equal to or greater than 10, the roll is successful. On the fifth hit, if the roll is equal to or greater than 12, the roll is successful. If the roll is successful, then the pilot does not lose consciousness. If he is unconscious already, he regains consciousness. VECTOR CHANGE When a pilot steers (turns) the nose of his fighter in a different direction, he makes a vector change. This points the nose of his fighter to the right or the left of the way he was facing. Gentle vector changes turn the nose of the fighter only slightly, but hard vector changes turn it a great deal. _ A vector change can only be made AFTER the fighter has been moved forward, and so a fighter cannot spin in place. Vector changes are recorded in the Movement Log. Damage to the steering mechanism is recorded in the Steering Controls wedge of the Game Sheet Damage Display. VIPER This is the fighter from the Galactica. It is flown by a single human pilot who also fires its weapons, Like the Cylon Raider, Mark I Viper has 3 very accurate lasers and the most efficient turbo thruster system. The Mark II has 2 lasers and 2 torpedoes. The Mark III, designed as a torpedo ship, has 1 laser (the least accurate) and 4 torpedoes; its torpedo firing system is the most accurate, but its turbo thruster system is the least efficie nt.

GAME SETUP
Players fi rst should choose sides, trying to keep the number of players on a side as close to the same as possible. Then they choose which game they will play, Fighter Duel, Mass Attack, or the Campa],gn Game.

Comparison
Type

Between Fighter Types Torpedoes Number 0 2 4 Turbo Fuel

Lasers Number Weapon

LA YING OUT PLA VING BOARD
Depending on the game, one or more siarfield mapsheets are laid out on a flat surface between the players, For Fighter Duel games, only one mapsheet is used, the one with nothing on it but stars. There is no special way this sheet must be laid out. For the advanced scenarios of the Mass Attack game, two mapsheets are laid out - one showing the ship being attacked, either Battlestar Galactica or the Cylon Baseship, and the blank mapsheet. The illustration below shows how these sheets are put together to make the playing surface. The mapsheet with the ship should be closest the player playing it. For the Campaign Game, all three mapsheets are laid out, so that Battlestar Galactica and the Cylon Baseship are shown. The illustration shows how the sheets fit together. Markl Mark 11 Marklll

Cost

Base
3 2
1

Weapon Base
-

2

2

3 4

6 3

3
4

PLACING PLAVING COUNTERS
Players select their fighter counters and place them on the. mapsheet, The rules for this a re given in the sections on the various games. If asteroids are to be used, players determine how many will be laid out. Then the asteroids are placed on the mapsheet. The rules for this are given inthe section on Asteroids. This completes the setup tor the game. Each Viper or Raider pilot takes a Game Sheet to record movement and damage; this is filled out as described below. Most steps for filling out the Game Sheel are identical for Viper pilots and Raider pilots Where they differ, the differences are noted. Recording Viper Pilot Data 1. In the upper right corner, fill in the pilot's Piloting Skill. For new pilots. this is O. 2. Subtract the Piloting Skill from 7 to find Ihe Piloting SkHI Target. Record this number in the space provided. 3. Fill in the pilot's Gunnery Skill. For new pilots, this is O. Recording Cylon Data 1. In the Cockpit wedge of the Damage Display, for each Cylon, record the Program Efficiency. For new Cvlons. this is 0 2. For each Cylon, mark an X on the OPER circle to show that it is operational. 3. Choose which Cvlon will be the pilot; circle the P to show this. 4. Of the remaining two Cylons, choose which will be the g.unner;. circle the G to show this. 5. Circle the 5 to show that the last Cylon is on s1andby. Choosing A Fighter There are three types of fighters, with the Viper and the Raider being equal for each type. TYpe I is designed for fast, maneuverable dogfights; it has only lasers, but they are the best available. Type II is an all-purpose fighter, with both lasers and torpedoes; its turbos are of average efficiency and its weapons do not fire as well as either of the more specialized fighters. Type II is a torpedo gunship; it has the least efficient turbos and only one laser, but it has 4 torpedoes in its rack, and they fire very accurately. The table below compares the three types,

Recording The Fighter Data 1'. At the top center of the sheet, circle the fighter type. 2.ln the Systems Status Display artne left of the Game Sheet, record [he turbo fuel cost in the blank provided in the Turbo Status Box. Make an X on the OPER circle to show that the turbo thrusters are operational. 3. In the Laser Status Box, for each laser that the fighter has. make an X on the OPER circle to show that the system is operational. Cross off any extra laser systems. 4. in the Torpedo Status Box. make an X on the OPER circle to show that the system is operational, Cross off any extra torpedoes, or the whole system if using a Type I Viper or Raider, S. In the Targeting wedge of the Damage Display, fiH in the Weapon Base numbers. beginning with the outer arc, and adding 1 to the Weapon Base for each arc towa rd the ce nter,

FILLING OUT GAME SHEETS

SEGUENCE OF PLAV
Recording Movement 1. Viper and Raider pilots choose their movements and record them secretly on the Game Sheet. They cross off fuel boxes to show their move. Moving The Fighters 2. Vipers and Raiders are moved, If any have stabilizer damage or are moving randomly, one die is rolled for each movement to determine direction. 3. If any fighter flies into an asteroid cluster or attempts to land, a collision Skill Roll is made. If a collision occurs, damage is rolled. Resolving Fire 4. Fire from Vipers, Raiders, Battlestar Galactica, and the Cylon Baseship is resolved. Damage is recorded by the targets. 5. Fighters or asteroid clusters that have been destroyed are removed from the game. 6, Explosion counters are placed on the Battlester or the Cylon Baseship to show successful hits. 7. Rolls are made for steering restrictions, weapon damage, and unconsciousness for the next turn; this lasts for at least 1 turn. Skill Rolls 8. Skill Rolls are made to remove steering restrictions, to become conscious, or to restore full program efficiency from damage taken in previous turns. Continuing Game 9. Repeat steps 1 through 9 until one side is the winner.

MOVEMENT
MOVES POSSIBLE
There are five ways that a fighter may move. It may go straight ahead. It may make a gentle turn to the left or right; these turns are called vector changes so they will not be confused with the words game turn. It also may make a hard vector change to the left or right. It must move; though it may end up in the same place, it cannot stay where it is nor can it spin in place. To go from place to place on the rnapsheet, fi'ghters use from 1 to 6 movements. Each of these movements is described below, beside an illustration that shows how each looks on the mapsheet.
\

fig hters may not be able to make that many. One vector change may be combined with another or with forward movement, as long as damage does not prohibit it.

STACKING COUNTERS
More than one fighter may occupy the same hex on the mapshee1. 'They are assumed to be at different elevations with respect to one another, and thev will not collide, When th is occurs, simply stack the cou nters one on top of anothe r. If asteroids are used and a fighter flies into a hex containing an asteroid counter, simply stack the fighter on top of the asteroid.

NUMBER OF MOVES PER TURN
Normal Movement As long as it is undamaged, a Viper or a Raider may make up to 3 movements in a game turn using normal engines. This means that it may move in any pattern the pi lot desires, as long as it makes no more than 3 gentle vector changes. It can only make 1 hard vector change when using normal engines, because the hard vector change costs 2 movements. The fighter may move straight ahead, make gentle vector changes, or make a hard vector change, or any cornblnaticn. A pilot does not have to make all 3 movements. If he chooses, he may make 1 or 2, but he must make at least on e. If the piIat chooses, a fig hter may be movi ng 3 hexes one turn and 1 hex the next. When a fighter takes enough damage, the number of normal movements it can make will be reduced. When it can no longer move, it blows up.

Forward Movement The fighter moves into the hex that its nose points toward. It can never move in reverse. This movement may be combined with any other movement, as long as damage does not prohibit it. Changing Direction In order to change the direction it is heading, the fighter must first move forward; it cannot spin in place. Whenever a vector change is made, the fighter counter first moves straight ahead into the hex that its nose points toward. Then it rotates left or right 1 hex-side for a gentle vector change or 2 hex-sides for a hard vector change. A gentle vector chanqa costs 1 of a fighter's movements; a hard vector change costs 2 movements. Undamaged fighters may make up to 3 vector changes in a turn; damaged

Turbo Movement
As long as it is undamaged, a Viper or a Raider may make up to 6 movements in a game turn using its turbo thrusters. This costs more fuel than normal movement, but i,t means that the fighter may make 6 movements in any pattern the pilot desires as long as he does not make more than 3 vector changes leither gentle or hard).

Movement Record. A hard vector drawing a circle around the left Movement Record. A hard vector drawing a circle around the right Movement Record. The il'lustration shows how to ment on the Game Sheet.
Hard Vecto r Cha ng e Left

change left is shown by arrow and the dot in the change right is shown by arrow and the dot in the record each type of move-

Vector Changes
As long as it is undamaged,. any fighter may make 3 vector changes in a game turn. This means that itcan change directions up to 3 times in any direction the pilot desires. It may make no vector chariqas, 1 change, 2 changes, or 3 changes. The choice is up to the pilot. Gentle vector changes cost 1 movement just uke moving forwa rd. Hard vecto r changes cost 2 m overn ents, Th is mea ns that a fighter may make 3 gentle vector changes using its 3 normal movements, but only ONE hard vector change. Only when a fighter uses its turbos can it make more than 1 hard vector change. Making 3 hard vector changes in the same turn allows the fighter to make a complete circle.

_.

Turn"lf.

Turbo

G errtle Vector

Turn# Forward

Movement

_O Turbo .... .... @ Turn #
Gentle Vector Change Right

RECORDING MOVEMENT
Movement is recorded on the Movement Log at the bot" tom of the Game Sheet. The Movement Log is made up of lines showing arrows. and dots; these lines are called Movement Records. Each Movement Record has 3 g rou ps of svrnbois, each with 1 left arrow, 1 dot, and 1 right arrow. To the left of each Movement Record is a blank and a circle. In each game turn, after a pilot decides on his movements, he writes the turn number in the blank beside the Movement Record where he will record his movement. If he will use his turbos, he may need 2 Movement Records to give him enough groups to show his movement. In this case, he numbers them both. Second, if he is using his turbos, he crosses off the circle to the left of the Movement Record to show this. Then, he draws circles around the arrows or dots to show what he wants to do for each movement he will make. He makes only one circle per g,roup of svrnbols, but he may (if his fighter is not damaged) draw a circle in as many as 6 groups. Forward movement is recorded by drawing a circle around the dot in the Movement Record. A gentle vector change left is recorded by drawing a circle around the left arrow in the Movement Record. A gentle vector change right is recorded by drawing a circle around the right arrow in the

_O ..... ~ #
Turf'! Turbo

Hard Vector

Turn # TgO

.. s~o@· ..... ..... . ..... . . ..... ..... .
O~
-

....

.....

.... .....
.....
.....

....

Ch an g e Left

.... .....
.....

....
:

....

....

....

Change

Right

....

(j@

.....

.....

....

HOW DAMAGE AFFECTS MOVEMENT
Damage to th e fi g hter' s en g i nes or fusel ag e may prevent it from making 3 normal movements, or even from making 2 movements. It rniqht also prevent the fighter from making 6 or even 5 movements with its turbo thrusters. Damage to the turbos themselves may prevent them from being used for the next turn, or even for the rest. of the game. When engine damage is so great that it can no longer move at all, the fighter explodes. These things will be explained in the Damage From Hits section. Damage may reduce the number of movements possible enough that the fighter cannot make any hard vector changes. In addition, damage to the fighter's vector change system may prevent the pilot from heading in a particular direction while he fixes the damage. This will be explained in the Damage Descriptions section.

FUEL SUPP'LY
It takes fuel to make the fighter move and to fi re its weapons. Each fi'ghter starts the game with 30 fuel points. These are shown in the Fuel Supply just below the Damage Display. Each box stands for one fuel point. As the fighter uses fuel or takes damage to the fuel tanks, these boxes are crossed off, When the Fuel Supply is at 0, the. fighter cannot move, fire, or produce the power necessa.ry to keep the pilot alive.
able when they use their turbos, but they use fuel very rapidly. This cuts down the number of turns that the fighter can remain in the game before going dead in space or flying back to base. In the Fi.ghter Duel Game,it is assumed that the Fuel Supply only shows the fuel available for the dogfight, and that the fighter will have enough fuel to fly back to base if the pilot can get it off the startlsld mapsheet before Ihe fuel runs out,

USING FUEL
If a pilot chooses to make normal movement, his fighter uses 1 fuel point for the turn. It does not matter how many movements he makes, 3, 2, or 1, nor how many weapons he fires; the cost is the same. If a pilot chooses to use turbos, he uses 2, 3, or 4 fuel points, depending on the type of fig hter he is flying. Mark I Vipers and Raiders use 2 fuel points when they use their turbo thrusters, Mark II lighters use 3 fuel points, and Mark III turbos use 4 fuel points. It is obvious that the fighters are much more maneuver-

RECORDING FUEL USE
After a pilot marks his movements, he crosses off 1 box on the Fuel Supply to show that he is us.ing only normal movement. If he is usi ng his tu rbos, he crosses off the appropriate number of boxes to show til is.

RECORDING DAMAGE TO FUEL SUPPLY
Sometimes a successful hit from an enemy weapon wil.1 damage the fuel tanks. This damage may be as little as 1 fue I poi nt or as many as 10 fuel points. D8 mag e to the fue I tanks is recorded by crossing off the appropriate number of boxes.

Each fighter has at least one laser, and it may also have torpedoes. The fol'lowing table compares the weapon systems of each fighter. FIGHTER TYPE MarkJ Markt! WEAPON Laser Torpedo Laser Torpedo laser Torpedo

NUMBER 3

RANGE 11 hexes 10 hexes 7 hexes 9 hexes 10 hexes

WEAPON BASE
2 3 6 4 3

o
2 2 1 4

Even though at! the weapons fire in the same direction, shots are fired separately. Thus, a Viper II may fire both its lasers and both its torpe~oes at the same target, or at as many as 4 different targets.

Lasers

lasers may be fired once each game turn. If a laser system is damaged. that laser may not be fired for the rem ai nder of the game.

Cylon firing. Arc

Torpedoes
Each torpedo can only be used once per game: after the torpedo has been fired, it is gone. Torpedoes usually do more damage when they hit, having twice as much chance as with a laser that a successful hit will explode the target or hit the cockpit in one shot. Photon Missile The photon torpedo has the shortest range of all 3 weapons. When the 'fighter weapon system is undamaged, the torpedo can travel out to 8 hexes. Any target more than 8 hexes away is out of effective range.

DETERMINING WEAPON HITS Declaring Targets
Aher all movement has taken place, pilots may fire their weapons, if they desire. If an enemy fighter is in his firing are, a pilot may choose to fire at it with one or more of his weapons. If thereare several enemies in his firing arc, he may split his fire. He must declare which weapons will fire at which ·targets before any weapons. fire is resolved,

Resol.ving Fire
Weapons fire is resolved by roll'ing two dice and adding the resulttogether. This gives numbers between 2 and 1i For this game, the hig:her the numbers the better when firing weapons. Determining To-Hit Number Each weapon type has a Weapon Base. This is the number that a pilot would have to roll to hil a targ,et in the hex d iractlv in front of the weapon, For u nda maged fighters, the table below gives the Weapon Bases tor each weapon. Fighter Type Markl Markll Marklll Weapon Bases LaserBase 2 3 4 Torpedo Base none 6 3

FIRING ARCS
Each weapon has a firing ere, or the hexes into which it may be fired. If an enemy fighter is not in the weapon's firing a rc, then it is n at a ta rget. . Because all weapons are mounted to fire forward, there is only 1 firing arc, which is straight ahead of the fighter. in the illustration, the shading shows whkh hexes are In the arc. In general, the arc includes the straight line of hexes that begin at the counter; it also includes the straight line of hexes to the left and to the right of this line ..As you can see, each firing arc is 3 hexes wide.

VIper firing Arc

To find the To-Hit Number, add modifiers tothe Weapon Base' to account for the range to the target and for other special circumstances. :Ra.ngeModifiers The Weapon Base is the unmodified To-Hit Number for targets that are in the hex directly in front of the fighter. To account for greater .ranges, add a modifier of' to the To-Hit Number for each hex the target is farther away. A good way to do this is to count upward from the Weapon Base as you touch each hex between your fighter and the tarqat, Start with the hex directly in front of your fighter and say the Weapon Base. Move one hex away, and add 1 as you touch the hex. Continue to do this until you reach the target. Count the target hex, but not the firing fighter's hex. As long as you count in a reasonably straight line, exactly how you do it does not matter. The :illustration shows how to count the range.


To-rflt Number Calculation For Torpedos

To-Hit Number

Calculation For Lasers

As you can see, the Weapon Base for the Viper Mark II lasers is 3, and so it is the To-Hit Number for the hex directly in front of the Viper. As you count hexes toward the Raider, add 1 per hex. When you getto the Raider, the To-Hit Number is 9. This is what you must roll on the 2 dice. For the Viper Mark II torpedoes, the Weapon Base is 6, and so the To-Hit Number is 12, a hard roll to make! Please notice that it does not make any difference how you count the hexes, as long as you try to keep in a relatively straight line.

fire froman asteroid cluster at a target in or behind any part of the same or different cluster,

Determining Successful Hits
Add all modifiers to the To-Hit Number. This will take into account the weapon type, the range, and -any modifiers. In order to see if a shot hit or missed, roll the 2 dice, add the numbers together, and compare the sum to the adjusted To-Hit Number. If the rOI,1is the same as or more than the adjusted Te-Hit Number, then the shot hit the target and damage may be determined. If the roll is less than the adjusted To-Hit Number, then the shot is a miss.

Special Modif.ie,s
The To-Hit Number is modified by five special circumstances that make it harder to make a successful shot. These modifiers are cumulative, and so they are added to one another before being added to the To-Hit Number. Shooting After Using Turbos: Any fighter that uses turbos has a more difficult shot than normal. The pilot Igunner) adds 1 to the To-Hit Number. Shooting At A Speeding Target: Any fighter thai uses turbos is a more diJficulttarget than normal. Another fighter firing at it edds 1 to the To-Hit Number. Splitting Fire: Any fighter that splits fire between two or more targets has less accuracy than normal. Shots at the first target are made with no additional modifier, but for shots at the second target, the pilot (gunner) adds 1 to the To-Hit Number, For shots at the third target, the pilot (gunner) adds 2 to the To-Hit Number, and so on. ShootIng Into An Asteroid Cluster: Any fig hter in an asteroid cluster is a more difficult target than normal because of all the space debris near it. Another fighter firing at it adds 1 to the To-Hit Number. Shooting Out Of An Asteroid Cluster: Anyfig,hler in an asteroid cluster who decides to fire at another fighter has the space debris near him that may block his shot'. The pilot adds 1 to his To-Hit Number for all targets. It is nor possible to .

Recording Missiles Fired
Each Viper or Raider has only a small number of torpedoes in its rack. The number of torpedoes left in the rack is shown on the Game Sheetto the left of the damage display, j US! above the Movement Log" At the begi n nin g of the game, the 4 boxes should be marked to show how many torpedoes the fighter has. If it is a Mark I, all 4 boxes should be crossed off. If it is a Mark II, 2 should be crossed off, and if it is a Mark III, none should be crossed off. After a torpedo has been fired, whether it was a hit or a miss, mark off one of the boxes in the torpedo rack. When all 4 boxes have been marked off, the ftghter has no more torpedoes to fire.

HOW DAMAGE AFFECTS WEAPON FIRING
As the fighter takes damage, the Weapon Base goes up, and so it might be different from one tum to the next. To find out what the Weapon Base is in any turn, look at the large Damage Display on the Game Sheet. This shows the Weapon Bases for each weapon in the Targeting wedge Icenter). Weapon fire may damage one or more weapons, and so even if the firing system may be powered, the weapon may be damaged itself and so it cannot fire. The Damage Descriptions seetio n gives the fIJIesfor each of these effects.

DAMAGE FROM HITS
Each successful hit gives the target some damage. This damage may be given to the fighter's fuselage, its enqines, its weapon systems, or its steering system. It might even be given 'to the pilot! As the firing player rolls the dice, the target player records the damage on his Damage Display, sometimes crossing off boxes, circles, or arcs, and sometimes making notes concerning the next game turn. This section of the rules describes how to determine the damage. how to record it, and how it affects play. Table 3 Die Rail
1 Damage

2 3 4 5 6 Die Rail 2 3 4 5 6 Die Roll
1

3 Fuselage 3 Fuselage 3 Fuselage 2 Engine 2 Engine 4 Fuel Lost Table 4

DETERMINING

DAMAGE

Choosing The Damage Table
The Damage Chart has 6 different tables, numbered 1 - 6. Each table has 6 different damage results, also numbered 1 - 6. This gives 36 different damage results. In general, the greater the table nu mber, the greater the damage. Only Table 6 gives damage guaranteed to end the game in one shot. For all hits, the damage is determined the same way. Two dice are needed, one red and one white. Both dice are rolled, but the numbers are not added together. The red die tells which of the 6 damage tables to use, and the white die tells which of the 6 damage resu Its to pick. Some resu Its are specific for human Viper pilots, and some are specific for Cylons. Each weapon gives damage in a different way, as described below. Lasers: lasers from the Viper or the Raider give damage just as described above. For example, if the red die comes up 4 and the white die comes up 3, then the damage is read from Table 4, line 3: 4 Fuse/age; Stabilizer Damaged or Cy/on Disrupted. If the red die comes up 1 and the white die comes up 6, then the damage is read from Table 1, line6: 7 Fuel Lost. Torpedoes: The torpedo is more powerful than a standard laser. Its damage table is determined by adding 1 to the red die roll. Thus, when a 5 or 6 Is rolled, Table.6 is used, and when a 1 is rolled, Table 2 is used. This not only gives the torpedo added damage, but it also gives it twice as much chance to guarantee ending the game in one shot. D.A:MAGE CHART Table 1 Die Roll

,

Damage
4 Fuselage; Viper Pilot Wounded or Cylon Damaged 4 Fuselag e; Vi pe r Steeri n9 Restri cti 0 nor Cylon Disrupted 4 Fuselage; Viper Stabilizer Damaged or Cylon Disrupted 2 Engine; No Speed Change 2 Engine; Turbo Damaged; Half Speed Only 6 Fuel lost Table 5 Damage 5 Fuselage; Viper Pilot Wounded orCylon Damaged 5 Fuselage; Viper Steeri n9 Restriction or Cylon Disrupted 5 Fuselage, Viper Stabilizer Damaged or Cylon Disrupted 3 Eng ine; No Speed Change 3 Engine; Turbo Damaged; Half Speed Only 1Turn BFuellost Table 6

I

2 3
,

4 5 6

Die Roll Damage 1 1 Fuselage; Weapon System Destroyed 2 1 Fuselage; Targeting Computer Hit 1 Fuselage; Viper Life Support System Hit or 3 Cylon Destroyed 4 3 Engine; Turbo Destroyed 5 Cockpit Destroyed 6 Fighter Blows Un

THE DAMAGE DISPLAY
All damage is recorded on the Game Sheet, either in the large Damage Display in the center or in one of the smaller displays around it. The large Damage Display is broken down into 5 wedges_ There is one wedge for fuselage damage, which has an effect on all the other wedges. There is one wedge for engine damage, which determines how fast the fighter can fly. There is one wedge for the ability to target weapons, which determines the Weapon Base numbers. There is one wedge for damage to the heading controls, which determine how many vector changes the fighter can make. And there is one wedge for cockpit damage, including damage to the Viper pilot and his life support system or to the 3 Cylons in the Raider. Each of these wedges is described below. To the left of the Damage Display, is the Systems Status Display. It shows the status of the fighter's turbo thrusters, radio, and weapons. In the upper right corner of the Game Sheet for the Viper is space for the pilot's gunnery and piloting skill, as well as his Collision Number. In the Cockpit wedge of the Game Sheet for the Raider, there are status boxes for each of the 3 Cylons, including space to record their Program Efficiency and their Collision Number. At the bottom of the display, above the Movement log, is the row of Fuel Supply boxes.

,

1
2 3 4 5 6

Damage 1 Fuselage 1 Fuselage 1 Fuselage 1 Engine 1 Engine , Fuel lost

Table 2 Die Roll Damage 1 2 Fuselage; Viper Pilot Wounded or Cylon Damaged 2 2 Fuselage; Viper Steering Restriction or Cylon Disrupted 3 2 Fuselage; Viper Stabilizer Damaged or Cylon Disrupted 4 1 Engine; No Speed Change 5 1 Engine; Turbo Damaged; Half Speed Only 6 2 Fuel lost

Fuselage Damage Damage to the fighter's fuse.lage is shown ,in the large Damage Display, where there is a wedge marked 'Fuselage.' This wedge contains 6 arcs, each with 4 circles, as shown in the illustration. As the fuselage takes damage, the circles are marked off, begin.ning at the outer arc; when all of the circles in one arc are gone, those in the next arc are marked. This damag,e has an effect on the rest of the fighter; the rules for this are given in the Oamage Description section 'below.

When the tighter is undamaged, the listed Weapon Base for its lasers and torpedoes is recorded in the outer arc. For a Mark II Viper or Baider, the listed Weapon Base is 3 for I asers and 6 fa r torpedoes. When thsf 9 hter ta kes a targeti ng computer hit or takes enough damage to affect how accurately it can fire, this arc is marked off, and the Weapon Base numbers go up by 1. When it takes even more damage, another arc is crossed off, and the Weapon Base numbers go up aqain, Rules showing when to cross off one of the arcs are given in the Damag,s Descriptions section below. Heading Controls Damage When the fighter takes damage that affects its ability to make vector changes, it is recorded in the large Damage Display, where there is a wedge marked 'Heading Controls: In Ihis wedge there are 3 arcs, as shown in the illustration. The outer arc is marked '3 Vector Changes: the second is marked '2 Vector Changes: and the center is marked "l.'

Engi:ne Damage Damage to the. fighter's engines is shown in the large Damage Display,. where there is a wedge marked 'Engines.' This wedge contains (5 arcs, each with 3 crrctes, as shown in ' the illustration. As the engines take damage, the circles are marked off, beginning at the outerarc, Engine dama.ge also affects the rest of the fighter; the rules for this are given in the Damage Descriptions section below. When the fighter is undamaged, it may make 3 vector changes per turn. When it takes enough engine or fuselage damage to affect its hea,ding controls, then the outer arc is marked off, and 1;le fighter can make only 2 vector changes parium. The rules for marking. oflthese arcs Is given in the Damage Descriptions section below. Cockp.it Damage Damage to the fighter's cockpit is recorded in the large Dam.age Display, where there is an area marked 'Cockpit.' This area contains different information for the Viper and the Raider. Viper: For the Viper, which has a Colonial hu man pilot, this area has small circles for the Pilot's Condition and one small circle for the Ufe Support System, as shown in the ij]ustration.

The arcs also contain references to the engines themselves. These words and numbers tell how fast the "fig,hter can fly. The outer arc reads "Turbo 6 - Normal 3,." This means that the lighter may make 6 movements when it uses turbos and 3 otherwise. As long as there is stili 1 unmarked circle in an arc, the fighter can make the number of moves given. When alt circles in an arc are marked, then the fighter must make tewer movements. For example, if only 1 or 2 engine circles have been marked off, then the fighter may make up to 6 movements using turbos. But if 3 engine circles have been marked off, then it can make only 5 movements in a turn using turbos.

I

Weapon Targeting Damage
Damag.e that affects the fighter's ability to target its weapon ry is shown in the large Damag:e Displa,y, where the re is a wedge marked 'Targeting.' As the fuselage and the engine take de mage, it becomes harder an d harder for the g.uns to fire accurately. This is reflected by the Weapon Base numbers which are recorded in the 6 arcs at the beginning of the game, as shown in the illustration. The status for the PUot's Condition is a column of 6 circles. As the pilot takes a hit, a circle is marked off. He can lake 2 hits and sti!1 do his job, but if he takes 1 morehir, he may faU unconscious. The ro,1I119 needs to remain conscious is shown in the fourth, fifth, and sixth circles, The rules for u neon scious ness and death are give n in th e Damage Descriptions section below. The status for the life support system is shown in the center of the wedge. If the life support system takes damage, the circle is crossed off. The rules for this are goiven in the Damage Descriptions section below. Raider: For the Raider, which has 3 Cylons aU capable of being either pilot or gunner, the area is larger. There are three columns of data, one for each Cvlon - Alpha, Beta, and Gamma.

The first line is used to record the Program Efficiency for each Cylon; below this is a row of 4 small circles to show the status of the Cvlon. The circle on the left is marked when the Cvtonls fully operational. The second circle is marked when the eylon's programming is disrupted and remains marked until full functioning is restored. The 2 circles on the right are marked when, the Cylon itself is damaged. A Cylon can take two hits before it is destroyed. The bottom line is used to record which CYlon currsntlv is performing which job. The P is circled when the Cylon is pi,loting the craft. The G is circled when the Cylonis firing the weapons .. And the S is circled when Ihe Cylon is on standby. When a Cylon is disrupted, damaged, or destroyed, the playe r may choose to change which Cylon is doing which job. Then he erases the circles and draws new ones to reflect the change.

Weapon

System Damage When a weapon system is damaged by a direct hit, this is recorded in the Systems Status :Display, as shown in the illustration. Wh ena laser is damaged, th en one of the circles marked 'laser System'is crossed off. When the torpedo rack is destroyed, then the circle marked for it is crossed off. How to determine which weapon system is destroyed is given in the Damage Descriptions section below.

THE SYSTEMS STATUS DISPLAY
To the left of the Damage Display is the Systems Status Display. There are four boxes in this display showing the status of the turbo thrusters, the radio, the laser turret systems, and the torpedo system. As these systems are damaged, the damage is recorded in the boxes of the Systems Status Displ.ay,.as described below,

THE FUEL SUPPLY DISPLAY
The fighter's fuel supply is recorded in the Fuel Supply Display just above the Movement log, as shown in the iI lustration. This display h8,s30 boxes',each representing 1 fuel point. When the tuel supply takes a hit, the fuelIost is recorded on the Fuel Supply Display. For each fuel point test, one box is marked off on the Fuel Supply. The rules for this are given in the Damage Descriptions section below. '

Turbo Damage When the turbothrusters take damage, this is recorded on the Systems Status Display, as shown in the illustration. At the beginning of the game, the fuel cost for the turbo is recorded in the blank to Ihe left of the turbo Status box. When the turbo is functioning, regardless of how fast the fighter may move with it,. the small circle marked OPE.R iscrossed off. When the turbo takes temporary damage, the circle marked DMGD is crossed off; when the damage is repaired, the OPER circle is crossed off again. When the turbo is destroved, the circle marked DSTRY is crossed ofl. When to make these marks is discussed in the section on Damag,e 'Description.s below.

D.AMAGE.DESCRlPTIONS
Each of the damage results is, described below. along with the, way th e damage is recorded a nd the effect the damage has on the plav of the game. Fuselage Hit The fighter's fuselag'B has taken damage equal to the n um ber of po ints ind icated - 1, 2, 3, 4, or 5 poi nts, For each damage pclnt, cross off one circle in the Fuselaqs wedge of the' Damage Display. When all 4 circles in an arc have been crossed .off, cross off the whole arc. Damage to the fuselage also affects how fast the fighter can move and how wen it com target 'its weapons. When an arc has been crossed off, the fighter can no longer make as many movements or target any of its weapons as well as when it wa,s undamaged. Furthermore, if the fuselage takes

Radio Damage
This damage is only used in games with more than one person on a side. Every time the pilot is wounded, the radio in the fighter is damaged. Erase the mark on the OPER circle and mark DMGD. In the basic versions of the game, this damage lasts 1 turn; in advanced scenarios, it mev be repaired only after a successful Skill. iRolL

enough damage, this affects how well the fighter can maneuver. When 2 arcs have been crossed off, the fighter can no longer make as many vector changes as when it was undamaged. The way this is recorded is called Sweeping Clockwise. When the center arc has been .crossedoff, the fighter blows up. Sweeping Clockwise: When a Fuselage arc has been crossed off, sweep the damage around the circle clockwise by crossing. off the adjacent Eng~inesarc and the adjacent Targeting arc. The whole Engines arc is crossed off, no matter how many circles remain. After this is done, the Displav shows the new number of movements possible (in the Engines wedge) and the new Weapon Base (in the Targeting wedge). The. arcs crossed off are shown in the first illustration. The sweep has no effect on arcs already crossed off.

When 2 Fuselage arcs have been crossed off, sweep the darnaqe even farther around the circle than before by crossing off the adjacent Engines arc, the adjacent Targeting are, and the adjacent Heading Controls arc.. After this is done, the Display shows the new number of movements possible (in the Eng~neswedge), the new Weapon Base numbers (in the Targ.eting wedge), and the new number of vector changes that can be made (in the Heading Controls wedge). Thenew arcs crossed off are shown in the second Illustration; the arcs already crossed off are not shaded. The sweep has no effect on arcs' already crossed off.

Engines Hit The fighter's engines have taken damage equal to the number of poi nts indicated - 1, 2, 0 r 3 poi nts: For each damage point, cross off one circle in the Engines wedge of the Damage DIsplay. When ail three circles in an arc have been crossed off, cross off the whole arc. . Damage to rheengines affects how fast the fighter can move. This is shown by the words and numbers in the En-

gines arcs. As long as at least one circle in the outer arc remai ns, the fight:er may make 6 movements per game tu rn using, turbos and 3 movements per .game turn normally. When that arc has been crossed off, however, it may only make 5 movements using turbos, as shown by the Turbo 5 in the second arc.. When the center are, where the 1 is, is crossed off, the fighter blows up. Like damage to the fuselage, damage to the engines affects how well the fighter can target i,ts weapons. When one Engines arc has been crossed off, the fi.ghter can no longer target an.y of its weapons as well as when it was undamaged. Furthermore, if the engines take enou.gh damage, this affects how well the fighter can maneuver. When 2 Engines arcs have been crossed off, the fighter can no 10 nger rnake as many vecto r chan ges as when it was undamaged. . The way to record the effects on the other systems is by sweeping clockwise, just as with fuselage damage. In this case, however, the Fuselaqe arcs are not crossed off because they are to the left of the Engines arcs. As above, sweeping around has no affect on arcs that already have been crossed off. Fuel Lost The fighter's fuel supply has taken damage equal to the number of points indicated - 1,2,4, 6,.or 8 points. For each damage point, cross off one box in the Fuel Supply. Cross off the box to the left first, and so on. When the Fuel Supply is completely gone. either because of fuel hits or because of fu,el use, the fighter may not move or fire; it goes dead in space. If the fighter is a Viper, the pilot does not have enough fuel eft to power his life support system, and he dies. If the fighter is a Raider, the Cylons use up their power 'supply and their memory banks are wiped ciean. .Advanced rules allow the fighter to refuel Viper Pilot Wounded The Colonial pilot has taken a hit. Cross off the top circle on the Pilot's Condition column. Unoonseiousness: Human pilots can take 2 hits without the possibility of falling unconscious. When they are hit. the appropriate circle is mere.ly crossed off. When the pilot takes 2 hits, the top 2 circles are marked off. When the pi'lot takes the third hit; the third circle is marked off, and he might fall unconsciou s. After the third hit, the player must foil 2 dice and add the numbers together. The roll is compared to the number in the next circle. If the roll is equal to or greater than the number in the circle, the pilot does not fall unconscious, but if it is less than the number in the circle, he is urrconsctous for the next game turn. In the basic versions of the game, this condition lasts for 1 turn; in advanced scenarios, the condition continues until the pilot makes a successful Unconsciousness Roll. The number in the fourth circle j;s B, and so after the pilot's third hit. his roll must be 8 or more or he will fall unconscious. Likewise, after one more hit, his roll must be 10 or' more,as shown by the 10 in the fifth circle ..After 2 more hits, his roll must equal 12, as shown by the 12 in the sixth ci rcle. When the pilot is unconscious, the fighter moves randomly (just as though it took a stabilizer hit) and cannot fire weapons until the pilot revives. Regaining Consciousness: Atthe end of the next game turn, after all movement and firing have taken place, the player rolls 2 dice as above. lfthe roll is successful, the pilot regains consciousness and can behave normally in the-next turn. He will not fall unconscious again unless he takes another hit. Then the dice must be rolled once more, as told above. Dea·th: After taking six hits, a human pilot is dead.
.1

Cylon Damaged
One Cylon has taken damage; its program is automatically disrupted and the Cylon's function is lost, as described in the section on Cylon Disrupted. To find out which Cylon has been hit, roll 1 die and consult the table below. Each of the 3 Cylons can take 2 hits before be·ing destroyed. When a Cylon takes a hit, cross off the DMGD circle. If it lakes another hit, cross off the DSTRY circle. If the Cylon that is hit has been destroyed already, reroll so that an active Cylon is damaged. Cylon Damaged Die Roll 10r2 30r4 50r6 Cylon Alpha Beta Gamma

Viper Steering Restriction The steering mechanism on the Viper only is jammed temporarily. The fighter may not be able to make a vector change either right, left, or straight ahead while he clears the jam. It is possible that the mechanism will lock left or rig ht, forcing the fig hter to tu rn ina ci rcle. Depen ding on th e number of movements a pilot chooses to make, a steering restriction may cause a fig Mer to ma ke more vector changes than normally would be allowed. In the basic versions of the game, the steering restriction lasts 1 game turn; in advanced scenarios, the condition lasts until the pilot clears it by passing a Skill Roll. Choosing The Restriction: To choose which steering restriction to make, roll 1 die and consult the following table. The roll should be made in secret so that other pilots do not know ....exactlywhat the restriction is.

Cylon Disrupted The program 01 a Cylon has been disrupted by the hit, and that Cylon cannot perform its function until it has been returned to full functioning. Inthe basic versions ofthe game, the condition lasts for 1 game turn; in the Campaign Game, the condition lasts until the player makes a successful Skill Roll. Choosing Cylon Disrupted: To determine which Cylon was disrupted, roll 1 die and consult the table below. If the Cylon is already disrupted or has been destroyed, this result has no effect.

Viper Steering Restrictions DieRolf
1

2

3
4

5 6

Restriction Control locks left Control locks straight Control locks right No vector change left No straight movement No vector change right

Cylon Disrupted Die Rol! 10r2 30r4 50r6 Cylon Alpha Beta Gamma Restriction Descriptions: When the control locks left, straight, or right, the fighter must move in the direction indicated fer the next game turn. When the restriction is no vector change left or right the fighter may move straight Of make changes to the opposite side, but it may not make the indicated vector change in the next game turn. When the restriction is no straight movement, the fighter MUST make vector changes right or left. Recording The Restriction; In tne blank to the right of the movement record for the next game turn, secretly record the steering restriction, using such symbols as an arrow left, straight, or right to show that the controls are locked, and a crossed out arrow to show that no movement may be made in that di rection. The illustration shows two vector change restrictions, one for controls locked right, and the second for no vector change right.

Pilot Disrupted: If the pilot is disrupted or damaged, the fighter moves randomly in the next turn. Record this by marking the DSRPT circle for the pilot and writing a PD in the blank for the next turn. After all players have recorded their next turn's movement 1 die is rolled to determine the speed of the fighter. If the number rolled is 1 - 3, the fighter uses normal engines only, and if tile number is 4 6, the fjg hter uses turbo thrusters if it can. If the number rolled is larger than the number of movements possible because the fighter is damaged, the fighter makes as many moves as possible. Then, for each movement, 1 die is rolled 'to determine the direction moved, just as with a stabilizer hit described below. This continues until all movements have been used up, even if more than 3 vector changes are made. In this case, the hard vector change counts as 1 movement. Gunner Disrupted: If the gunner is disrupted or damaged, the fighter fires its lasers randomly in the next turn. Record this by marking the OSRPTcircl,e for the gunner and by writing GD in the blank far the next turn. This fighter should be moved first in the next turn, if possible. After all movement has taken place, 1 die is rolled. A roll of 1 - 3 indicates that the lasers will be fired at the closest possible target, even if it is another Cylon. A roll of 4 - 6 indicates that the lasers will not be fired. Standby Disrupted: This has no immediate effect on the craft. Record this by marking the DSRPT circle for the sta nd by. A di sru pted sta ndby may n01 rep Iace an oth er Cy len.

T::T£ ..... ~ ~Tgo~ ....
Viper Stabilizer Damaged
The steering mechanism has taken a severe hit, and it is impossible to control the fighter's movement in the next turn. The pilot can choose how many movements he wants to make, but he cannot determine ahead of time whether he will go straiqht, head left, or head right. Stabilizer damage may force a fighter to make more vector changes than nor' mally would be allowed. In the basic versions of the game, this cendition lasts for 1 turn; in advanced scenarios, it lasts until the pilot clears it by making a successful Skill Roll.

Recording Stabiliz·er Hits: Recorda stabilizer hit by w-riting an S in the blank to the 'left of the Movement Record. Then, after deciding on how many movements will be made, draw a circle aroundall S symbols (left arrow, dot, and fi!ght errowl for each movement that will be made. The ltlustrstton shows this. with the pilot making three movements.

.z., O~~ Tu'n~Turbo~

~~

~ ~'

~
roll of 6
view 4

MOiling Wit.h Damaged Stabilizer: After all other fighters have been moved, the fighter with the damaged stabilizer makes his movements. For each movement he has chosen to make, he rolls 1die and consults the table below to determine which direction he will move. It is possible that more than 3 vector changes may be required, or even more than the fighter would normally be allowed; this is permitted. For this damage result, hard vector changes count as 1 movement. Stabilizer Damage Vector Changes Die Roll 1 2 3 or 4 5 6 Vector Change hard left 9,entleleft straight gentle right hard right

hard right

No Speed Change
The power systems to the engines have jammed, and the fighter's speed must rernaincoostant. This means that if the fighter was making 4 rnovernents during the tum when the damage was taken, then it must make 4 movements in the next tu rn. Record no speed change by wrltl ng th e nu m ber ';f movements required in the blank to the left of the next game turn's Movement Record. In the basic versions of the game,. this condition lasts for 1 turn; in advanced scenarios, th is condition lasts untill! is cleared by passing' a Skill Roll. Damage Reducing Speed: if da.mage reduces the maximum speed of the fi,ghter, it is possible that the speed will be less the fo.llowing turn than- it was when the damage was taken. In these cases, the number of movements must be as close as possible to the original number. In theexample above, if the fighter's maximum speed was 4, and it took 3 damage points to the engines .. its new maximum speed would be 3. Therefore. it could only make 3 movements in the next turn, not 4. Using Turbos; If the fig,hter may not change speed and turbos were- used in the turn, the pilot must use turbos the next tum if possible. If that is not possible because of damage, the pilot must make the greatest number of movements pessible ..

The illustration shows how the fighter actually moved for each of Ihe 3 movements the pilot decided to make ..For the first move, the pilot rolled a 1: and so he headed hard left. For the second move, he roned a5,and so he headed gentle right. For the third move, he rolled a6, and: so he headed hard right.

Turbo Out; Half Speed Only
The turbo thrusters may not be used. Record this by changing the mark in the Turbo Status Display to OMGD. In the basic versions of the game, the condition lasts for1 turn; in advanced scenarios. this condition lasts until the pilot makes a successful Skill, Roll. Furthermore, the power systems to the engines have been shocked, and the fastest that the fighter can go next turn is only ha.lf of its normal speed. As always, it can move slower than maximum if the pilot desires. The table below shows how to figure the new maximum speed. Record /Jalf speed by writing a tiny Yz in the blank to the left of the next tum's Movement Record. In all g!ames. this condition only lasts 1 tu rn. Temporary Normal Speed Half Speed Half Speed

View 2

rot! of 1 hard left v,ew 1

starting postion

3
2
1

2
1

Weapon Destroyed
One of the weapons has been destroyed and cannot be used for the rest of the game. To determine which was destroyed, roll 1 die and consult the table below. When a weapon is destroyed. mark this in the Weaponry Status Display at the top left of the Game Sheet. In this display, there is a circle for each weapon .. Crossi.ng out the circle means that the weapon is destroyed and cannot fire. If a weapon has already been destroyed, this has no additional effect.

view 3 (01/ of 5 genae right

Fighter Type ~arki ,.

Markll

Weapon Destroyed t..asef"-Sy~temA " L~s~f. S'i,istmn B ),.aij;sr. Syst~m.c Laser System A LaserSystem B Torpedo System

ta~erS')ls:tem:

TOTpedo6S1 <tnd~2 'torpedoes"3 ana 4

Targeting Computer Hit For each hit on the targeting computer, cross off one Targeting arc. This means that the Weapon Base for each weapon is increased by 1 point. Because this occurs relatively rarely, pilots will find that Ihe Targeting arcs most often are crossed off because of fuselage or engine damage. Life SUpport System Hit The Viper pilot's life support system is damaged and the pilot has only 6 game turns to get the craft off the board. If he cannot do this, he loses the game when he runs out of air. This is recorded in the Cockpit wedge by crossing off the Life Support System circle. Then, 6 Movement Records must be counted off, and a heavy line drawn beneath the sixth to show that the pilot is dead if he cannot get off the board. This has no effect if the life support system has al ready been hit. Cylon Destroyed One of the Cylons has been destroyed. To determine which, roll 1 die and consult the table below.

Cylon Destroyed Die Roll
10r2 30r4

50r6

Cylon Alpha Beta Gamma

Two Viper Stabilizer Hits No matter how many hits damage the stabilizer, the die is rolled only once per movement. This roll serves for all stabilizer hits. Steering Restriction/Stabilizer Hit Stabilizer hits are determined as usual, and the steering restriction is ignored. Two Half Speed Only The speed is reduced for each hit. Thus, lf a fighter moving at 3, 4 or 5 movements takes two half speed only hits. it can only make 1 movement the next game turn. A fighter moving at 1 or 2 movements cannot move in the next game turn, but it can still fire. If a fig hl"ertakes 3 or more half speed onlv hits, it cannot move in the next game turn, Two Turbo Damaged The turbo is damaged from one of Ihe rolls. The second has no additional effect. No Speed Change/Turbo Damaged; Half Speed Only The no speed change is postponed for 1 turn, and the fighter must move for 2 turns at half speed only. If the fighter was using turbos, and damage requires it to maintain the same speed but also knocks out the turbos, the fighter must make the greatest number of moves possible. No Speed ChangelViper Steering Restriction It is possi ble that a.no speed change effect and a steering restriction will require a Viper 10 make more than 3 vector changes. This is permitted. No Speed ChangelViper Stabilizer Hit It is possible that a no speed change effect and a stabilizer hit will require a Viper to make more than 3 vector changes. This is permitted. No Speed Change/Cylon Disrupted Or Damaged The number of movemen-ts made by the Viper should be as constant as possi ble. The die is not rolled to determ ine Ihe number of movements because of a disrupted Cylon pilot. It is possible that a no speed change effect and a Cyton DisrlJpted or Cy/on Damaged effect. will require a Raider to make more than 3 vector changes. This is permitted. Two Viper Life Support System Hits The second hit is ignored beyond giving the 1 damage polnt to the fuselage. Two Weapon Destroyed Hits If a weapon is hit that has already been destroyed, the second hit is ignored beyond giving the 1 damage point to Ihe fuselage. Anything And Fighter Kaboom! Blows Up

Cockpit Destroyed Tile cockpit has taken a direct hit. destroying everything in it. The game is over for that fighter, and it goes dead in space! Fighter Blows Up Kabooml

DAMAGE CONFLICT FROM MULTIPLE HITS
Most frequently, when a fighter takes damage from rnultiple hits, there will be no conflict. Damage to the fuselage, engines, fuel supply, weapon systems, and pilot/gunner are curnulatlve, with an damage being recorded as it is rolled. Thus, if a hit gives damage of 3 Fuselage and a second gives damage of 5 Fuselage, the fighter takes a total of 8 damage points to its fuselage. Sometimes, however, the special damage to steering. to the stabilizer, or to speed change causes a conflictto arise. How to resolve the conflict from each of these cases is described below. Two Viper Steering Restrictions No matter how many steering restrictions are given in a single game turn, the die is only rolled once. The restriction rolled is used for all restrictions given.

REPLACING CYlONS
Damaged or disrupted Cylons may be replaced by one of the other Cylons in tile cockpit. This takes place at the end of a turn, When a Cylan is first damaged or disrupted by weapon fire, it may be replaced al the END 0", the next rum. This simulates that it takes some time (even though it is a very short time) for the other Cylons to realize the problem and take steps to correct ft. If a player does not wish to replace the Cylon immediately. he can do it at any later time, as long as at least 1 tum has passed between the initial damage and the replacement.

ASTEROIDS
Once pilots have mastered the basic rules, they will be interested in making play more interesting by adding some or a II of the adva need ru Ias below. Rules have been provided for placing asteroids on the mapsheet, for increasing piloti'1g/ gunnery skill or program efficiency, for firing on and firing from base ships, for taking off and landing from base ships, and for repairing, refueling, and rearming fighters during the game. Gametesters have found that adding asteroids to the mapsheet makes the game much more fun! This section describes how to place the asteroid counters on the mapsheet and how they affect play. Determining Damage The Damage Chart is used to determine what the damage is from a collision, The faster a fighter is moving, the more damage it is likely to take. The number of movements that the fighter is making in tite game turn determines which table to use for the damage. If the fighter is making 5 movements and has a collision, Table 5 is used; if he has a second collision in the same game turn, Table 5 is used again. Just as with weapon damage, the white die is used to determine exactly what the damage is. A separate roll should be made for each collision.

PLACING ASTEROID COUNTERS
A number of the colored counters are asteroid clusters. There are two large clusters, each with asteroids in 7 hexes. There are 20 smaller asteroid clusters as well. Determining Number There are three (and maybe more) ways of determining how many asteroids to use in a game. No one way is better than the others, and players should choose the method that works best for them. First, both players can agree on how many counters will be placed. Second, the dice can be rolled several times, with the total of the rolls being the number of counters that will be placed; 3 rolls of both dice seem to work well. Third, each player can write down a number in secret. with the total being the number of counters that will be placed; it is a good idea to limit the number, 1'0 or 15 being best, depending on how many are playing. Laying Out The Counters Asteroids are only placed on the blank mapsheet; no asteroids may be placed on the mapsheets with the drawings of the Galactica or the Cylon Base Ship. Before the clusters are placed, the fighter counters are laid out. Then the two large clusters are laid out, followed by enough of the smaller counters to make up the total. Each large cluster counts as 1 cluster, even though it has 7 times as many hexes of asteroids as the small clusters. Clusters may be arranged in any order that the players want. A good way to get a random order is for players to take turns laying out a counter anywhere they choose until all necessary are down. Clusters may be laid touching one another, making good screens against shooting and interesting mazes for movement. Clusters may not be stacked. No cluster may be closer than 1 hex away from any fighter or 7 hexes away from any base ship.

ASTEROIDS AND WEAPON FIRE
Weapons may be fired into an asteroid cluster or out of an asteroid cluster, but no weapon may be fired through a Cluster, as detailed below.

Blocking Fire
Asteroid clusters serve as a sort of 'smoke screen' for fighters ro hide behind, because no weapons may be fired through them. A single small cluster will block fire only if it is directly in line with the target. If it is slightly to one side, weapon fire is not blocked. This is shown in the illustration.

MOVEMENT

THROUGH ASTEROIDS

Fighters may move through asteroids if the pilots desire. They may use the clusters to evade enemy weapon fire, or to shake pursuit. The only problem with such movement is that the f.ighter might hit an asteroid giving it damage. Determining Collisions Whenever a fighter enters a hex containing an asteroid cluster, the pilot temporarily stops moving the counter until he determines if he hit anything. He rolls both dice and adds the rolls together. If this total is equal to or greater than his Skill Target, then the fighter did notcollide with any asteroids. If the total is less, then there was a collision and damage occurred. For beginning pilots, the SkillTarqet is 7. The dice must be rolled for every hex of asteroids that a fighter passes through. As you can see, the more hexes of asteroids that a fighter flies through, the more chances for a collision.

Shooting Into Asteroids A fighter can shoot at a target in an asteroid cluster, but the shot is more difficult than normal because of all the debris near Lhe target. No hex of asteroids can be between the firing fighter and the target in a large cluster. so that the target must be on the edge. This means that a fighter in the center of a large cluster is safe from weapon fire as long as he remains there. Wh en shooti ng into astero ids, subtract 1 from the To-H it Number. Shooting From Asteroids A fighter can shoot out of an asteroid cluster at a target in open space, but the shot is more difficult than normal because of all the debris nearby. The target cannot be in an asteroid cluster itself, for that would be the S91T1es shooting a through asteroids, which is impossible. When shooting from an asteroid cluster, subtract 1 from the To-Hit Number. Clearing Asteroids A torpedo shot into a small asteroid cluster destroys that cluster (as well as damages any figh ter in that cluster). Thus, if the pilot desires, he may Lise his photon missiles to clear away asteroid clusters. The explosion is contained completely in the target hex, and nothing in any of the surrounding hexes is damaged. If the shot is successful. remove the asteroid hex from the mapsheet and treat the newly-clear hex as a regular, deep space hex. A successful torpedo shot at a fighter in an asteroid cluster not only damages the fighter, but it clears the hex of asteroids. When clearing an asteroid cluster, subtract 1 from the To-Hit Number as above for shooting into asteroids.

SKILL ROLLS AND INCREASING SKILLS
In advanced scenarios, and particularly the Campaign Game, steering restrictions and other temporary damage to a fighter is not automatically repaired after 1 tum. Instead, the piloting ski!! of the Viper pilot or the program efficiency of the Cylon pilot is used to determine if the restriction is removed. The skill or program efficiency of a pilot also determines if the fighter collides with asteroids when flying through an asteroid cluster. Furthermore, the gunnery skill of the Viper pilot or the program efficiency of the Cvlon gunner is used to make shots more aecu rate. The rules below tell how and when to make Skill Rolls and how gunnery skill is used. They also tell how piloting skill, gunnery skill, and program efficiency are increased. the roll IS not successful, then the Cylon cannot function and the player may choose to substitute another Cylon to insure thai the fighter can fly normally or still fire weapons.

USING GUNNERY SKILL
Viper pilots use their gunnery skill and Cylons use their program efficiency to help them fire weapons more accurately. When firing a weapon, after the To-Hit number has been calculated and all range and special modifiers have been acdeo, the gunnery skill or the program efficiency is subtracted from the To-Hit Number, making a successful shot easier. No Skill Roll is necessary. This means that some shots will be automatic hits, if the target is close enough and the gunner's skill or program efficiency high enough I

SKILL ROLLS
Pilot1ing Skill Rolls At the end of a game turn, whenever damage to a fighter gives it a steering restriction, stabilizer damage, a speed restriction, or turbo damage, the condition must be fixed before the fighter can perform normally again. In basic scenarios and beginning games, this occurs after 1 game turn, but in advanced scenarios or the Campaign Game, this does not occur automatically. Instead, the Viper or Cylon pilot must make a Skill Roll. Piloting Skill Rolls are made by rolling 2 dice, adding [he rolls together, and comparing the total to the piloting Skil! Target. If the roll is equal to or greater than the target, it is successful and the restriction no longer applies. If the roll is less than the larget, it is unsuccessful, and the restriction applies for the end of the next game turn, when a new Skill Roll may be made. If a fighter has more than one restriction, the pilot must choose which restriction he will remove, because only one Skill Roll Is allowed PSI' turn. Piloting Skill Rolls also are made whenever a fighter attempts to land on a base ship. The rules for this are given in the section on Landing Fighters. Piloting Skill Targets The piloting Skill Target is found by subtracting the piloting skill of the Viper pilot or the prog.ram efficiency of the Cylon from 7. The result is the piloting Skill Target. Collision Skill Rolls Whenever a pilot flies his fighter into an asteroid cluster, there is a chance for a collision. The pilot must make a Skill Roll, using his piloting Skill Target If the roll is successful, the fighter flies through the cluster hex without a collision. If the roll is unsuccessful, 1I1enhe takes damage, as outlined in the section on Asteroids. A roll must be made for each hex of asteroids a fighter passes through. Failed landings may result in a collision and a fire. This can be prevented by making a successful collision Skill Roll. The rules for this are given in the section on Landing Fighters. Removing Program Disruptions Whenever a Cylon is damaged or his program is otherwise disrupted, he cannot perform his normal function until his program has been stabilized. This is done by means of a Skill Roll. Cylon Skill Rolls are made against a Skill Target calculated just like the Skill Target of the Viper pilots. The program efficiency is subtracted from 7 to give the Skill Target. Two dice are rolled, and their sum is compared to the Skill Target as detailed above. If the roll is successful. the Cylon's program is no longer disrupted and he can function normally in the next turn. If

CREATING EXPERIENCED PILOTS AND GUNNERS
Sometimes, in advanced scenarios, players may wish to create Viper pllots or Cylons that have experience. In these cases, roll 1 die and consult the table below.

Creating Skill Or Program Efficiency Die Roll 1 2or3 40r5 6 Skill 0 1 2 3

INCREASING SKILLS AND PROGRAM EFFICIENCY Human Piloting Skill
Viper pilots who complete a combat mission gain skill in piloting their fighter. In order to gain ski II from the combat mission, the three conditions listed below must be met. If these three conditions are met, then the pilot of the fighter may raise his piloting skill 1 point for every 5 combat missions. The maximum piloting skill is 4. 1. The fighter must have returned from the mission. This is assumed to have occurred if the fighter flies off the mapsheel after a duel when his base ship is not part of Ihe playing board, he must have sufficient fuel to have left the board under power, even if he uses up his fuel doing so. In games in which fighters leave their base ship, the fighter must return to the base ship under power and land safely. 2. The fighter must have fired on an enemy craft. The enemy lighter need not have been damaged by the fire, but he must have been within range and within the firing arc. 3. The fighter must have been shot at by the enemy. Damage need not have been taken. It will be necessary to keep trackohhe number of combat missions for each pilot. At the beginning of each new game, divide this total by 5 and round down to find the piloting skill. This skill is recorded in the upper right corner of the Viper Game Sheet. New pilots have a piloting skill of O. Human Gunnery Skill If a Viper pilot destroys two Cylon Raiders, either with direct hits, by wearing them down, or by destroying the cockpits, then he may add 1 to his gunnery skill. The maximum gunnery skill is 4. It will be necessary for each player to record the kills made by each pilot, so that the skill may be recorded in the upper right of the Viper Game Sheet when a new game begins. New pilots have a gunnery skill of O.

eylon Program Efficiency Cylons substitute program efficiency for piloting skill or gu nnery skill. For each combat mission a Cylon flies, his program efficiency increases, as long as he meets the conditions below. If the conditions are met, then the program efficiency increases by 1 for every 8 missions. 1. The fighter must return from the mission, having fired on an enemy and been tired on, as stated for human pilots above. 2. The Cylon must have been the pilot or the gunner for at least 4 turns during the mission. Cylons who are standbys for an entire mission gain no program efficiency. If the Cylon gunner destroys an enemy fighter or kills the pilot, the program efficiency of the pilot and the gunner increase as well. For every 4 kills, the program efficiency increases by 1. The player must keep track of each Cylon's successful missions and kills. At the 'beginning of a new game, the

program efficiency is calculated by dividing the number of missions by 8 and the number of kills by 4. These numbers are added together, and the sum is rounded down to give the program efficiency. With 3 Cylons in the cockpit, a Raider will almost always have at least one new Cyton. The program efficiency of a new Cvlon is O.The maximum program efficiency is 5.

FAMILIAR FIGHTER BONUS
If a Viper pilot or a Cylon has flown in the same fighter (this means the same craft, not the same fighter type) for 4 missions, he is assumed to have learned all of its little quirks and tricks. This gives him a bonus when making Skill Rolls or when firing weapons. For pilots flying familiar fighters (4 missions or morel. subtract 1 from the piloting Skill Target before making any piloting or collision Skill Rolls. For Viper pilots or Cylon gunners firing the weapons of a familiar fighter, subtract 1 from the To-Hit Number before making any To-Hit Rolls.

USING BASE SHIPS
The Galactica and the Cylon Baseship are shown in the illustrations below. Each of these ships is drawn on its own starfield mapsheet. Gilly one is used in the Mass Attack game., the choice being up to the players.

BattluS11lr Galactica

Cylon Basashlp

BASE SHIP CONSTRUCTION
Laser Turrets Base ships have laser turrets. These have firin,g arcs that are identical to the firing arcs of the fighters - the line of hexes directly in front of the turret and one row of hexes to either side, The range of a base ship's laser turret is 8 hexes, but the accuracy drops off quickly close to the base ship. Each turret has 2 lasers, powerful enough to do damage like a fighter torpedo. Fighter lasers or torpedoes may destroy a base Ship laser turret. When the base ship is not being controlled by a player, . the turrets are fixed in the posltions shown on the starfield mapsheet. In more advanced scenarios. or in scenarios where the base ship is controlled by a player, an unused counter may be turned over to allow the turret to face in more than one di rection. To do this, draw a n arrow on the back of th e cou nter to show which way the lasers point. Most turrets will be able to point in only 2 useful directions, but the turrets on the corners of the base ship may have 3 useful directions. It is up to the player playing the base ship to decide which direction hi'S lasers will point. He does this after all fighter pilots have recorded their movement but before anyone has moved. When no one is playing the base ship, the position of the turrets may be determined by rolling 1 die. If the turret has 2 useful fields of fire,a roll of' 1 - 3 is left, and a roll of 4 - 6 is right. If the turret has 3 useful fields of fire, a roll of 1 or 2 is left, 3 or 4 is center, and 5 or 6 is right.

Flying GV€f Base Ships
Fighters may not fly over base ships or into any hex occupied by a base ship except the launching/landing bays. To do so causes the fighter to crash end explode.

FIRING BASE SHIP lASERS
Each turret has 2 lasers, which use the same lire control system. This means that they must fire at the same target. The To-Hit Numbers for each laser shot is shown in the ta,b.le below.

Base Ship Laser To-Hit Numbets Range 1 2 3
4 '5

To-Hit Number
4

6
7

8
9
1 11

6 7 8

'12

Damage is given in the same manner as damage from a 'torpedo. Both dlce are rolled. One is added to the red die roll to determine which Damage Table to use.

Launching

Tubes And Landing Bays

BASE SHIP'INCOMI'NGFIRE
Fighters shooting at base Ship turrets and landing' la.unching bays fire as usual. When they hit, the base ship takes damage as shown below. Fighter lasers.may damage or destroy a base ship turret, but they have no effect on landing/launching bays..This means that Mark I fighters callnot destroy a base ship.

Base ships. also have f.ighter launching, tubes and landing bays. These are shown in the illustrations. In advanced Mass Attack scenarios and in tile Campaign Game, fighters may be launched from the launching tubes and may return to the base ship for refueling or rearming by landing in a landing bay. Only fighter torpedoes may damage a launching tube or landlnq bay. If a landing bay takes enouqh dama.ge, the base ship blows upl Landing Bay

Turret Hits

When a turret is successtullv hit, roll 1. dis and consult the table below to determine the damage. If the turret is destroyed, place an explosion counter on it. If only one laser is out. place an upside-down explosion counter on the turret 10 show this.

Base Ship Turret Damage DieRolf 1 2 3
4

5 6

Laser Damage Na 'Effect No E"Ffect No Effect One Laser Out One Laser Out Turret Destroyed

Torpedo Damage No Effect One Laser 0 ut One Laser Out One Laser Ou I T urret Destroyed Turret Destroyed

Laun.ching Tube/Lan.ding

8a.y Hits

Launching tubes and landing bays may only be damaged by torpedoes; laser hits have no effect. The explosion of the torpedo may cause a fire. There are two kinds: temporary fi res, wh ich bu rn out the m se Ives, and pe rma nent fi res, whi ch will burn until the base ship crew puts them out A lau nchi n g tu be ca n take only 1 hit. 'Any fi re puts it out of action. A landing bay cannot be used for landings if it has 3 hexes of fire ..The bay is out of action, but it is not destroyed. The bay, and the whole base ship with it, is destroyed only when it contains 5 hexes of permanent fire. Torpedo fire is as usual, but damage is detenmined by rolliriq 1 die and consulting the tab1e below, Base Ship Launch Tube/Landing Bay Damage

more is needed for success. 'If th ere are 3 hexes of fi re in th e bay, a roll of 10 a r more is needed for success ..And if there are 4 hexes of fire in the bay, a roll of 11 or more is needed for success. Successfully fighting a hex of temporary fire puts it out; remove the explosion counter. Successfully fighting a hex of permanent fire turns it into a temporary fire; turn the explosion counter upside down.

FIGHTER TAKE-OFFS
Positioning Fighters For Take-Off
Fighters take off from the launching tubes by placing their counters on the launching tube hex. If ihe fighter has been placed there at the beginning of the game, then it rnav take off in the first turn of play. If the fighter is not there at the beginning of the game, then it must be moved to the bay from the hangar storage area in the center of the base ship: this takes 1 turn. Then. the fighter must be readied for take-off; this also takes 1 turn, Thus, it takes 3 turns before a fighter in the hangar can be flying in combat: 1 turn in moving the bay, 1 turn in readying for take-off, and 1 turn taking off. It only costs 1 turn to ready a fighter for take-off if it is in a landing bay; simply move the fighter to a launch tube, and it can take off in the next turn.

Die Roll 1 2 3
4

Damage
No Eff·ect Temporary Temporary Temporary Temporary Permanent Fire Fire Fire Fire Fire

to

5 6

Temporary Fire: A temporary fire has started from the torpedo explosion. 'It will last for only 1 10 6 turns, and then will burn out a1l by itself; roll 1 die to determine how many go by before it will burn itself out. Place an explosion counter there, but turn it upside .down to show that the fire is only temporary. A scrap of paper showing the turn number that the fire will go out could be added to keep record-keeping simple. There can be only 1 hex of temporary fire in a launch tu be or landing bay. A second hex of temporary fire will turn the first hex into a hex of permanent fire. Turn the explosion counter over. Permanent Fire: A perrnan ent fi re has sta rted fro m the explosian. This fire will continue to burn until conscious effort is made to put it out. Place an explosion counter on the bay, right side up.

Movement

During Take-Off

When taking off, a fighter flies as though it were using turbos. It flies straight for the first 3 movements. After it has cleared the bay, it may fly in any direction it chooses for the next 1, 2, 0 r 3 movements. A fig hte r may not fly over the base ship itself. Taking off does not cost- any fuel points.

Take-Offs Through
A launching launch fighters.

Fires
is on fire may not be used to

tube that

FIGHTER LANDINGS
Fighters land by ending their movement on one of the three hexes in a landing bay; each of these hexes costs a movement point, as usual. A Skill Roll is not necessary in normal circumstances .. If the fig hter is moving u.sing turbos, vector changes are made, the pilot is wounded or damaged, or the landing bay is on fire, a Skill Roll is necessary. The Skill Target depends on the piloting skill (program efficiency)' the speed of the fighter, how many vector changes it made before landing, and whether the' pilot is wounded or damaqed. To find this number, add the number of movements made. Subtract the piloting skill. Addl for every soft vector change, and 2 for every hard vector change. A.dd 1 for each wound on a Viper pilot, and 3 if the Cylon pilot is damaged. Add 4 for each hex of fire the fighter passes through. The resu It is the Skill Target for landing. Two dice are rolled. The sum of the rolls is compared to the Skill Target. If the result is equal to or greater than the Skill Target, the landing was successful. If the sum is less than the Skill Target, the fighter crash-landed. For example, desperate because he is Iowan fuel, a Viper pilot has a piloting skill of 3. He lands after making 5 movements, including 1 gentle vector change and 1 hard vector change. He has 2 wounds. This means that his Skill Target for landing is 7. (5 movements - his piloting skill of

DESTROYING A BASE SHIP
There is a direct path from the landing bays to the center of the base ship. Every time a new fire is started in the bay, another counter is added to the path, moving the fire closer and closer to the center of the base ship. Base ships may be destroyed by causing 5 hexes of permanent fire in a single landing bay. The fifth hex of permanent fire sweeps into the fuel storage area and explodes violently. carrying fire into the very heart of the base ship, Destroying a base ship is quite difficult, because the base ship crew will attempt to fight the fires. They also will attempt to keep the laser turrets operational, as outlined below. The damage to a base ship may be repaired given good luck and enough time. Turrets may be repaired and fires may be put out.

Turret Repair
Repairs ana turret may be attempted in any turn that the lasers are not fired. Roll 2 dice. If the result is 10 or more, one gun has been repaired. Remove the explosion counter or tu rn it ave r to show the tu rret' s status. The number needed for repair is decreased by 1 for each turn that repairs are attempted. Thus, the result must onlv be 9 or more for a successful second attempt.

3 + 1 for gentle vector change 'r 2 for the herd vector change + 2 for the wounds =.9.) He rolls a 6, and so he makes a
crash landing.

Firefighting
Each turn, one hex of fire may be fought in each launching tube or landing bay. To do this, roll 2 dice. In a launching tube or in a landing bay where there is. only 1 hex of fire, roll of 8 or more means that the fire was fought successfully. If there are 2 hexes of fire in a landing bay, a roll of 9 or,

Crash Landings

a

A crash landing can kill the pilot or destroy a Cylon. Make a Ski II Roll against the Piloting Skill Target forthe pilot and for EACH Cvlon. If the roll is successful, the pilot takes 2 wounds or the Cylon is damaged. If the roil is unsuccesstu I, the pilot is killed or the Cylon is destroyed.

I

A crash landing can also start a fire in the bay. Make a Skill Roll against the Piloting Skill Target. If the roll is successful. the pilot managed to steer the fighter into a reJatively safe area and no fire is started. If the roll is unsuccessful, a temporary fire is started. Treat this fire just as a normal temporary fire.

REPAIRING, REARMING, AND REFUELING FIGHTERS
The table below gives the number of turns that are required to repair the fighter. rearm its torpedo rack, refuel, or to change it altogether. A repair fixes an entire arc on the Damage Display; partial arcs cost the full amount. Repair times are cumulative. but reloading. refueling, or changing pilots may be made at the same time that repairs are taking place. Repair Time Costs

Landing Through A Fire
Landing in a bay that is on fire is more difficult than usual. Landings may not be made in a fire. To do so would explode the fighter, kill the pilot or destroy the Cylons, and add a hex of permanent fire to the landing bay. Thus, fighters must fly through the fire hexes in order to have achance to land safely. To see if the pilot lands safely, add 4 to the Skill Target for each fire hex, temporary or permanent, through which the fighter must fly. This means that only the most experienced pilots can land in a bay with 2 fires, and that no pilot can land in a bay with 3 fires. A crash landing in a bay that is already on fire automatically adds 1 hex of temporary fire to the bay.

Action
Repair

Turns 1 1
1 1

1 FuselageArc 1 Engine Arc
1 Targeting Arc 1 Heading Control Arc Life Support System Cylon Damage Weapon 'Module Turbo Thruster Replace Viper Pilot Cylon Torpedo Rack Refuel Change Fighters

CRASHING INTO BASE SHIPS
A fighter that flies into a base ship crashes, destroying the craft. This can inflict damage on the base ship if he crashes into a laser turret, a launching tube, or a landing bay. A hit is automatic. If th e fig hter is u nco ntro lied, eithe r beca u se of a ste b i I lzer hit or an unconscious or disrupted pilot, roll damage as usual. If a fighter pilot chooses to sacrifice himself and his fighter intentionally, and is in control of his fighter. add 1 to the die roll, so that damage is more intense.

1 3 3 3

1
1

1 1 2

THE GAMES
FIGHTER DUEL
This game pits the fighter(s) of one player agai nst the fiqhterts] of another, with the players' skills in maneuvering their craft determining the outcome. It is played on only one starfield mapsheet. The fighters begin the game out of range of each other's weapons and facing one another. For a game with only 2 fighters, the craft should be centered on the mapsheet as much as possi hle, facing each other across the short Side. For games with more fighters, the craft should be equally spaced on the mapsheet so that no player has an advantage, Fighter Duel games end when one player Of side forces the fighter(s) of the other off the mapsheet because of damage or when the fighter(s) or pilots of one side have been destroyed. Advanced games may be played with asteroids. or with experienced fighters. When p.laying these games, players may decide beforehand to award skill advancement only to the winner, or to give half awards to the loser. This will help prevent players flying their fighters off the board before they absolutely need to. Base Ship or Raiders against the Galactica. In this case, the base ship fires every time that a fighter is in range and the turret positions are fixed or decided by dicing after movement is recorded. When a player's fighter is being fired upon, the dice are rolled for the base ship by another player. In the second version, one player plays the base ship and all other players play fighters flyi ng against it. If there are enough players, one or more may play fighters defending the base ship. In this game, the turrets of the base ship are not fixed, but their firing arc is determined by the player who plays it. Set up the game by determining how rnany fighters will be on each side. All fighters from the base ship must start the game either on a launching pad or in the central hangar. All attacking fighters must start from the far edge of the blank mapsheet. In this game, because the map is so big, life Support System hits allow a Vi per pilot 10 turns to return to the base ship or get off the mapsheet.

CAMPAIGN GAME
In the Campaign Game, all three starfield mapsheets are used so thai fighters can take off and land for repairs, rearming, and refueling, The game is not over until one of the base ships is destroyed. The game is set up by determining how many fighters each side will have; exactly which types will be used can be decided by the two teams on thei r own, or it can be agreed upon at the beginning of the game. All fighters must start on launching tubes or in the central hangar, Because the playing board is sa big in this game, Life Support System hits allow a Viper pilot 10 turns to return to the Galactica and land. If the fighter has not landed by the end of the tenth turn, he is dead.

MASS

ATTACK

In this game, players attempt to destroy a base ship. The base ship is not defenseless, but has many banks of lasers protecting it. It is no easy task to blow one up, but it may be done. The game is over when the base ship is destroyed or all of the fighters have been destroyed or driven from the board. The rules torthe game are given below. Two versions are possible. In one version, players ~ which also may be a solo ga.me, all Vipers against the CYI02,.J 23

are on the same side, flying

...

"- "\

.,

F.Wi~' ""~~-_:'~~,"'
Y
',~

It
• Creating Comparison Between Fighter Types S1abilizer Turbo Fuel Dam'age Vector Changes Skill Or Program Die Roll

.~

(

iJ;)~~ iTn,~~

,wprt_;.,
--1:/
'Effidency Skill

1"

~-;'

e

Type

Lasers M,m;ber Wsapon

Torpedoes
Number 0 2 4 Wea'pon

Cost

Die 1'1011

,

Base,
M" rk I Mark II Mark ltl 3 2 2 3 4

Base
2

i 3
4 30r4 5

·6

:1

s

V8ctorChang6 hard laft gentle left slraiglil .g"ntle right hard righT

20r3 40r5 G,

1 2 3

Base Ship Lese, To-Hit Numbers Range 1 2 ro-HitNLmber ,4 B

DAMAGE

CHART Temporary Norma/Speed Half Speed Ha/fSplted

3
DieR(J11 2

7
8 9 1

,

Table 1 Damage 1 FuseLage , Fusalaqe l Fuselage 1 Engine tEnqlna 1 Fuel Lost Mork I

3
2 1

2
1

4 5 6

7
8

n
12

3
4 5 6

We a po n S Destroyed

Fi g/itBr Trpe
Table 2 Die Roll D~m"ge 1 2 Fuselage; ViperPjtot Wounded or Cylon Darnaqad 2 2 Fu salaqe: Viper Stearl ng Restriction or Cyran Disru pled 3 2 Fusel'age; Viper SI" bilizer' Damaged or Cylon Disru pted 4 1 Eng i ne: No Speed Change 5 1 Engine; Turbo Damaged; HatfSpeedOnly 6 2 Fuel LOSl Table 3 Die Roll 1 2 3 4 5 6 Damage 3 Fu selage, 3 F~selage 3 Fuselage 2 Eng,ins 2 Engine .4 Fuel Lost Table 4 Die Roll Oamage , <I Fuselage; Viper Pilot Wounded or Cvlon D~maged, 2 .4 Fuselage; Vi per St~er;ng Hestrict ion or Cylon Disru pted 3 4 Fuselage; viper Stabilizer Damaged or Cyton Di srupted 4 2 Eng,ins; No S peed Change 5 2 Engi ne: Tu roo Dam aged; Half Speed nly 6 6 Fuel Lost Table 5 Cylon Damaged Ole Roll 1 or 2 30r4 5-or6 Cylon Alph-a Seta Gamma 10r2 30r4 50r6 10r2 30r4

so- s
Marklll

10.2

30r<l 50r6

W~apo~ Destroyed Laser System A Laser System 'B Laser System C Laser System A Laser System B Torpedo Sys~em Laser System Torpedoes 1 and 2 Torpedoes Send 4

Cyton Destroyed Die Roll , or2 30r4 50r6 Cylon Alpha Beta Gamma Die Roll 2 3 4 5 6

,

Base Ship Turret Damage La'serD8nl8ge No Etfeci No Eflsel No. Effe,,1 One Laser Out One Laser Out T" net Destroyed Torpedo Dam8ge No Effe¢t One t assrOut OM Laser Out One Laser Out Turret Destroyed Turret, Destroyed

Base Ship Launch Tube/Landing, Die Roll , 2 3 4 5 6

Bay Dama.ge

a

DieRal/ 2 3 .4 5 6

Damage 5 Fuselaqe: Viper Pi lot WiJu nded or Cvl on Damaged 5 Fuselaqe: Viper Staering Restriction or Cylon Disrupted 5 Fuselage; Vlper Stahl I izer D~ 111 aqed or Cylon Disrupted 3 Engine: No Speed Change _ 3 Engine; Turbo Damaged; Half Speed Only 1 Tum - 8 Fuel Lost Table 6

Cy!o n Di sru pted Die Roll 1 Or 2 30r4 50r6Cylon Alpha Bet.. Gamma

Damage No Effed Temporary Temporary Temporary Temporary Permanent

Fire Fire Fire Fire Fire

Repair Time Costs Action Repair 1 Fuselage Arc 1 Engine_Ar<c 1 Ta,rget!ng Arc 1 Heading Conlrol Arc Life Su pport System Cylon Damage Weapon MOdule Tu rbo Thruster Replace Viper Pilot Cylon Torpedo Rack Refuel Change Fighters

Turn«
1 1 1

Vi per Ste erl og Restricti Die Roll 1 2 3 4 5 6 Restriction Control locks left Control locks straiqht Co ntrollocks rig hi No vector change left No straig ht movement No vector change right

0 ns

,
1 3 3 3

Die Roll Demeqe 1 1 Fuselage; Weapon Svsrern Destroyed 2 1 Fuselage; Targeting Computer Hit 3 1 Fusel age: Viper Life Support System Hit or Cvlon Destro'yed .4 3 Engine; Turbo D,eslroyed 5 Co~kpilDestr,oye9 6 Fi ntar Blows U

>_J

n,
0..
_J

:J
LU

iii
:J LL.

O~ ·O~ O~ O~ O~ O~ O~ O~ O~ O~
~ 1~ ~ ~ ~ ~ ~. ~ ~

•••••••••• ?•Y Y y Y y Y Y •
~ ~ ~ r ~ r ~ ~ ~

.. .. .. ••• .. .. .. .. .. • .. ••• .. •• .. .. .. .. .. .. .. .. .. .. ..

.......
~ ~

~

~

I~ I~ I~ I~ Ii I~ I~ Ii I~ Ii
~

.. .. ..
~ z
a:
Il!)

•••••
.. y .. ..
~
lJJ

l!l

. ••••••••••
.& .& ... .& .& ..
~ ~

...

..

.. .. ..
'Y ~
'Y .. .& ..

tr

'Y

~

'Y

..

'Y ..

.& .& .& ..
.. 'Y .. 'Y

••••••~• YY•~
--------

~

E:
t-

:5

O:f a

0:

.E
_ IJ1

a: ~
;)I

a o~ a
II:

[JJ

a EOI!I IIJ ::E tii 0
:II

~o~ ~ a

U1

~

~Otl:

-

a:
0

y O~ o~ O~ >~
0 <0

.. • • • • • • • • • ... ... ... .. ... • .. .. .. .. .. .. ... ... .. .. .. .. .. ... .. • • • • • .. • • • • .. • .. .. .. .. .. • .. .. .. ... .. • • • • .. • • • • • .. .. .. .. ..
---

--------

~

-

.&

.&

.&

.&

y

~

~

.&

~

T

'Y

~

~

'Y

'Y

.&

Ii I] Ij Ii Ij Ii I] Ii
>>r-.

'Y o~ o~ o~ o~ O~ .O~ O~ ,_ >>>>>'Y
0 0 0

Is ~

Ii

I? I
ru
:;;;:
in
III I-

~

tn

:;;;:
:n

og
c:::

CI1 C

0
IL

=

:;;;:
Ul

ru C

l2J

C :l

... ... ... ... ... ... ... ... ... O~ O~ O~ O~ O~ O~ O~ O~ O~ O~ Ij Ij Ij Ij
~
c

••••••• ••••••• ... ••••••• • • • • ... ... ... ... • .. • .. • .. • •••••••
~ ~ ~ ~ ~ ~

A

A

A

~

~

~

••• ••• ... ... • .. • •••
~

••• •••
,,_

... ... ...
,_

,_

,_

f-

,_

f-

,_

f-

Ii

I~ ~

Ii

I]

Il

I]

• • ... • ... • • • • ... ... • ... ... ... • •••••• ••••••
A
~

,.
Ij
>-

,_ O~ O~

... ... ... ... ... ... ... ... ... ... • ... • • • • • • • • ... ...

... ... ...

.. ..
c

~

...

~

~

0

Ij

O~ O~ O~ O~ O~ O~ O~ O,~ ,_ ,_ ,_ ,_ ,_ ,_
Q

~

c

~

.
'

•••• • • • ... ... ... • • .. ... ... ••••
~

...
~

~

~

o

to

~

.c

~

OJ

Ii

Ij

,'Ii

Ij

Ij

I~
~

Ij

Il

a:

OEj

I-

In

0

ti

~O~
~
~a:

D

,
'In

DO ~O~
E

I~

~ 00

... ... ... •••• • ... ... ... ... • • ... • • • • ... ... ... •••• ••••
A
~ ~

... ... A ... •••• ... ... ... • ... ... ... •••• ...
~ ~ ~ ~ ~ ~
('\3. e-

•• ... • ...
A

~ Ol::: o

" 13

In

OC

_."'l

*O~ 0

e. a:D "OLU I-~D

O~ O~ .:0
I-

... ... ...
I~
1'-

O~
Ii

O~ O~ VJ

•••••• • ... • ... • • • • ... ...
~ ~
1-=

... ...

•• ••
Ij

I]

Ii

O~ O~ O~ O~
Ij

I]

Ii

r-

I}

~

Sign up to vote on this title
UsefulNot useful