The Second Coming (3k)

Current Date: 7364

Set twenty yahrens after the destruction of the Colonies, the Colonial Fleet is still running from the Cylons, although they have not been seen for some time now. Resources are running low and people are wondering if the Thirteenth Tribe is indeed real. Then, when things couldn't get much worse, Baltar reappears, running from the Cylons. The Cylons have had a civil war, but now they're back, evolved, and willing to start their edict of extermination anew...

This section is based on the trailer of The Second Coming by Richard Hatch. You will not find it anywhere on the web for legal reasons, but if you get the chance to see it at a convention, do so, as even though it is now a couple of years old, it is still very good, especially with the resources that were used.


The Colonials:

The Colonials are still the people from the original series, but now having adapted to living in ships, and indeed the fleet now supplies everything that the people need to survive. There are even foundry ships able to construct new types of warship - the Scarlet Viper is a result of this new construction. But the people and their ideals have not changed much, and still bear more than a passing resemblance to their friends and family who died at the Colonies.

The Battlestar Galactica

The Galactica has undergone some changes over the past few yahrens, and the most important of these is the addition of some powerful laser cannons mounted at the fore end. These are like those found on the Battlestar Nova, but with roughly double the firepower, making the Galactica a serious warship and Baseship killer.

Scarlet Class Vipers

The Scarlet Class Viper is the newest line of fighter to enter Colonial service. Designed and manufactured soley in space, it incorporates all the latest in technology and follows all the lessons learnt from constant space battles. It is faster, more heavily armed and able to take more hits than a standard Starhound Viper. Unfortunately there are currently very few of them in the flight, construction continuing at a snails pace.


The Cylons:

The Cylons have evolved over the past twenty yahren, although not as much as they would have liked - internal politics coming to a head with a Civil War - and while the new regime is intent on destroying all human life and has designed new toys to do just that, it has to also rebuild its own Empire and create a stable order once more. As such, the Cylons are still using a lot of older equipment. But there are upgrades.

The Centurion

The standard Centurion has not undergone much of a change physically, but underneath the hood, the software has had a few revisions, making the standard foot soldier slightly more deadly than before.

As well as that, the Cylons have introduced a new type of Cylon - an elite model with a shining blue eye light. Much improved with upgraded skills and speed, the Elite Centurion is more than a match for a Colonial Warrior. it is only the recent upheaval in the Cylon Empire that has meant that there are not many of these Cylons.

Aside from the Centurions, there have not been too many additions to the Cylons arsenal. They still fly the same Raiders and they operate from the same Baseships. They do have some improved ground support vehicles - large Cylon walkers armed with powerful lasers and manipulators - and they do have a Super Baseship support ship armed with an incredibly powerful plasma cannon, rivalling that of the Ravashol Pulsar.

 

Game Rules (2k)

For Fleet Combat System, Large Scale Fighter and GURPS: Battlestar Galactica, see here.

Unless noted, all ships are the same as their originals found elsewhere on this site. There are no shields, and none of the ships are X-technology.

The Colonials have a new fighter - the Scarlet Class, and they have an upgraded Galactica. Note that the Scarlet Viper is still rare and the Colonials only have a couple of flights of them at most. Most Scarlet Vipers are actually used by flight leaders, and if this is applied, then the Mixed fighter flight rules should be used.

TypeSpeedWeaponsDamageBPVDFRYearNotes
Scarlet Class Viper21Special437362Turbos (Speed 30)
Gets a -1 to all attack rolls in the front arc

The Cylons

The Cylons do not have a lot of new rules for them, however the Variant Cylon Quality rule should not be used. In addition, if any Cylon Elite Centurions should be present (and there should be no more than one or two flights at any time) then they are always considered to be aces.

As well as normal Raiders, the modern Cylon Fleet has a lot of Foxbat Raiders included in it.

If using the Cylon Walkers, then each one is equal to a tank in Module M and the Advanced Boarding Rules.

Super Baseship

The Super Baseship may rotate. It may not land on a planet. For other points, treat as a Baseship. It has a hyperspeed multiplier of x1. It has two unique features - a plasma cannon and the ability to 'unscrew'.

The Plasma Cannon

The plasma cannon is a large weapon, and can only be used once the ship has unscrewed. The plasma cannon itself should be treated in all respects like a Type-R Plasma Torpedo (FP2.1), the only difference being that the warhead does not degrade over distance and neither can it be degraded by weapons fire. It may be held.

In addition, a plasma torpedeo may be armed and launched in a single turn if the full 9 points of energy are spent. Each point of damage to the plasma cannon means that the weapon must spend an amount of turns charging equalling the damage. So if two points of damage had been taken, it must take two turns to charge up, following the normal sequence of charging. Taking damage does not mean that the cannon requires more than 9 points of energy to charge. A plasma cannon may not be fired within 16 impulses of a previous firing.

Finally, the plasma cannon may not be downloaded to other plasma types, may not be fired in any other modes and contains no PPTs. The torpedo fired has only a range of 30 hexes. Once this has been achieved, the torpedo will fizzle out and become inert.

Unscrewing

The Super Baseship has the unique ability to unscrew, and indeed, can only use certain abilities in the screwed or unscrewed form.

To screw or unscrew, the ship must spend 16 impulses. During this time, the ship may not launch fighters, fire the plasma cannon or enter hyperspeed. All phaser-1 fire is at a +1 die modifier. The intent to un/screw must be written down in the energy allocation turn (although the particular phase is not required), and a ship may not un/screw again within 16 impulses.