Maximum Press (3k)

Current Date: 7362

For twenty yahrens, the Colonial Fleet has waged a war for their freedom. Fleeing the tyrannical oppression of the Cylon Empire, they have wandered the galaxy in pursuit of the legendary sanctuary known as Earth. Finally, their search is over. Earth is before them. Will they find the freedom they fought for, or death and destruction at the hands of a Cylon Empire more powerful and terrifying than ever before?

The saga continues...

 

Game Rules (2k)

Click here for the Fleet Combat System Rules.
Click here for Large Scale Fighter Rules.

All Cylon Baseships and Battlestars are considered to be 1X Ships and thus follow all rules for 1X ships with the following slight changes:

  • Phasers may not be overloaded.
  • Only Phaser 3's may be rapid pulse, but this does not apply to fighters at all - fighter weapons may not be rapid pulse.
  • Shields are not affected.
  • All normal rules found on this site apply, so capital ships still can not HET, make tactical manoeuvres and so forth.

Ships do not have shields. I thought about this for a long time but have decided that I can find no evidence for them.


New Craft:

There are no new actual ships, but almost all the ships have received upgrades of some sort. All technology has received a drastic overhaul and most ships have a different look and feel to them than before.

TypeSpeedWeaponsDamageBPVDFRYearNotes
Upgraded Viper20Special44>7350Turbos (Speed 30), has a -1 to all attack rolls made in the F arc
Upgraded Raider18Special43>7350has a -1 to all attack rolls made in the F arc
Upgraded Shuttle12None61>7350

Battlestar Galactica

The Galactica has not actually undergone many significant changes save for technological upgrades. Use the normal Battlestar SSD, remove the Phaser 1 and add 10 boxes of armour.

Battlestar Pegasus

The Pegasus has undergone some revisions since it disappeared when it previously met the Galactica. The missiles have gone, and instead a powerful energy cannon (the 'Pegasus Cannon') has been installed.
Remove all missiles from the SSD. Add 2 Flag and 4 battery boxes. The Pegasus is armed with the Pegasus Cannon (see below).

Cylon Baseship

The modern Baseship seems to only have one type and is now armed with an Energy Cannon as their main weapon.


Energy and Pegasus Cannon:

The Pegasus and the Cylon Baseships both have a similar main weapon - that of a devastating energy cannon. These weapons are literally capable of taking out an enemy ship in one shot, although the Pegasus cannon is the more powerful of the two types.

These weapons function much like a (E8.0) Mauler, but with some important differences.

The damage the cannon does depends on the range, firer and energy put into the shot. See the following table:

Damage Scored
RangePegasus CannonBaseship Energy Cannon
0-16x energy discharged3x energy discharged
2-104x energy discharged2x energy discharged
11-153x energy discharged1x energy discharged
16-201x energy dischargedNo fire possible

Yes, the energy cannon is devastating. The Pegasus cannon was renowned for its ability to destroy a Cylon Baseship completely with a single shot. A Cylon Baseship also destroyed the Pegasus with a single shot, but that was after the Pegasus had been rammed several times by solenite equipped Raiders.


Hyperspace Travel

Both Colonial and Cylon forces use a different form of FTL travel than previously. This is longer ranged then the standard Marron drive and operates on a slightly different technique. Instead of individual ships having jump drives, one ship now has the ability to form a warp tunnel through hyperspace to the destination. Once opened, any ship can pass through the tunnel. The tunnel closes when the ship generating is has passed through. There are some slight differences between the way the two races operate their systems though.

Temporal Overdrive

Colonial starships use a much more advanced version of hyperdrive, called the Temporal Overdrive. This allows them to cover hundreds, if not more, light-yahren in a single. It was given to them by the Seraphs in their aid to help the Colonials find Earth. The Temporal Overdrive puts a strain on the ships that fly with it though, so unfortunately that means that small craft (fighters and shuttles) must be docked within the ship before it can safely use the Overdrive. If they are not docked then they will be destroyed.

Warp Corridor Technology

Warp Corridor technology is the Cylon equivalent of the Colonial Overdrive, however it is not as far reaching as the Temporal Overdrive system. It was initially gained from the conquered race - the Unari - and then upgraded by Count Iblis on Baltar's ship. This was eventually downloaded and copied by the imperious Leader who ordered it modified on other Baseships. While still not as far reaching as the Temporal Overdrive, it does have an important advantage over that system in that when the Warp Corridor is opened small craft that happen to be around the warping Baseship may also enter the corridor without fear of destruction.

Game Rules

Only Baseships and Battlestars have the ability to open warp tunnels. Standard fighters, shuttles and civilian craft cannot do this anymore, but now they do not need to.
The ship opening the warp tunnel must follow the normal rules as it were jumping into hyperspace, but instead of jumping, the following happens. Do not use the normal Fleet Operation Hyperspace rules.

When the ship activates its warp engines, a tunnel opens in a hex five hexes in directly in front of the activating craft. This tunnel entrance will stay open for 12 impulses after the activating craft has passed through the hex. This hex will block line of sight and will break any locks.

Any ship entering the ship from any angle is considered to have passed into the tunnel and left the game - it may not return. If the tunnel was generated by a Colonial craft using the Temporal Overdrive, then any small craft - shuttles and fighters - that enter the hex are automatically destroyed, they must be docked to be safe and thus entered the hanger of a craft the hex before the hex of the tunnel. Cylon vessels using the Warp Corridor technology have no such restrictions and small craft may come and go at will through the corridor.

An activating ship may keep the corridor open for as long as it likes, but each turn that the tunnel is kept open requires the ship to pay energy for holding the tunnel open. This is equal to 10% of the original warp engine boxes.

If the activating ship does not pay this energy or is destroyed before it enter the tunnel itself, then the tunnel collapses. As it takes several centons to get to the other side of the tunnel, all within it at the time of collapse will be destroyed, whether they had warp engines themselves or not.

Fleet Combat System

 

All images here copyright by Maximum Press, 1995, used without permission.