The Exodus Fleet (2k)

The Exodus is the period after the Thousand Yahren war reached it is dramatic and final conclusion.

In the Historical Game, the Colonial player plays the Battlestar Galactica and has a fleet of some two hundred and twenty ships to defend.
In a sense this is the most limiting (although see below) as the player has the Galactica and a fleet not of their choosing and you have to try and get the fleet to safety, with the role being getting to Earth.
A fixed campaign map would be impractical for this game, so the role would be to try and get to some indeterminate point.

The Campaign should be started after the actual television series ends (thus after the destruction of the Cylon Baseship in the "The Hand of God". The reasoning for this is that the events before this are already recorded. Also, with the exception of the Realm Press comic, nearly all other comics, shows other fiction deal with the fleet some 20 or so yahrens afterwards, so conflict with those futures should be at a minimum.

I am not going to stop and give rules for this sort of campaign game (unless someone requests it!), but there are many things that could be considered for this type of game:

Fuel/Supply

The Galactica and the fleet can not go on indefinitely without resupply. This would mean getting fuel (raiding, mining or finding someone to buy it from) and parts to keep the fleet going. A stopped fleet is a dead fleet, but so is a hungry fleet.

The Fleet

The fleet itself shouldn't just be a faceless entity that is only there to be protected. Sure, it has to be protected, but it can also serve a function, and the many ships should be useful and have roles. What follows is a list of all known types of ship in the fleet, and some basic notes on how they can be used in this game.

As can be the seen, the fleet soon starts working for the campaign, and suddenly there is an incentive to protect it and include it in the game.

Future Advances

The ships of the fleet are not warships, and they never will be. However if at some point, there is a lull in the fighting, then there would be a great need to upgrade the fleet. Adding defence guns, creating 'flak' ships (which have strengthened hulls and batteries of defence guns), making more hold fighters and so on. Suddenly the job to destroy them is not so easy.
If you decide to do this, then the rules on pirate ships will come in useful for what can be done to a freighter.

Life without Cylons

As the fleet moves further away from the known part of space, there will be other life forms discovered. Some may be friendly, some hostile, some neutral. But all should have a part. Fuel can be bought from neutral races, friendly races may be able to help against the Cylons, and hostile races may attack or simply tell the Cylons where the fleet is.
However resist the temptation to simply make every race the same - 'You meet a good race, they give you fuel', or 'The Cylons suddenly attack, must have been that last race obviously did not like you'.

The Galactica fleet met Count Iblis and his race, the Ovions, Planet Terra with it is two warring races, and so forth.

Other friendly forces

While also discussed below, the Galactica could meet up with other survivors of the war. Obviously the further away the fleet gets from the ruins of it is homeworlds the less this will happen (or will it? A rescue fleet could be following the trail of destruction left behind by the Galactica, or tales of the fleet could fill every bar this side of the galaxy), but the fleet may find itself strengthened by other Colonial forces (cruisers, destroyers, possibly a Gunstar or maybe another Battlestar [but not one from the ambush at Cimtar's Moon] like the Pegasus presumed lost). Or maybe the new elements are also being hounded by the Cylons or another threat and suddenly they become a menace instead of help?

However, there can be more to it that just the above. For more notes and ideas, see here.