Maximum Press (3k)
Fleet Combat System (2k)

TypeMoveHullSecPrimaryMslFightersCommandPoints
Upgraded Vipers13T1*(+1)1*----2.5
Upgraded Raiders121*(+1)1*----2.25
Battlestar Galactica6/26/11/165--108F32 + 25
Battlestar Pegasus6/26/11/165Energy Cannon-108F54 + 25
Cylon Baseship3/28/13/186Energy Cannon-186F39 + 40.5

Energy Cannon

Both the Battlestar Pegasus and the Cylon Baseships are equipped with an Energy Cannon as their main weapon. While this may fire on every turn, it requires an awful lot of energy which puts some restrictions on the abilities of the ship for the turn of firing. As such, the cannon has two additional settings. The following table lists all of the settings and the restrictions on the craft. Note that these restrictions are not optional. If the cannon is to be fired at a certain setting, then the ship must adhere to the restrictions placed upon it.

Primary DamageRestrictions
Cannon SettingPegasus CannonCylon Baseship CannonMovementSecondary
Full power1x (fwd:18/10/4)1x (fwd:8/6/3)HeavyHeavy
Half power1x (fwd:10/5/2)1x (fwd:5/3/2)LightLight
Low power1x (fwd:4/2/1)1x (fwd:2/1/1)NoneNone

The restrictions are played as if the ship had received the relevant damage to the movement and secondary systems. Base all restrictions on the original state on the ship.

When the ship does recieve Light Damage, then the cannon may only function on Half power. If the ship recieves Heavy Damage, then the cannon is reduced to Low power.

The Energy Cannon has a firing arc of the line of hexes directing in front of the ship.


Temporal Overdrive and Warp Corridors:

Captial ships use hyperspace travel in a slightly different manner now. Small craft may not enter hyperspace on their own anymore.

Both systems work in a similiar manner.

Firstly, the ship must build up their energy levels as normal.
Once this has been done and the ship has decided to enter hyperspace, it activates the jump drives. This opens a tunnel through hyperspace. This entrance is a hex two hexes directly in front of the activating ship. Any ship may enter this hex during their movement phase and when they do so, they will leave the map and escape.

The tunnel opens at the beginning of the movement phase, before any ship moves. The activating ship regains control of its power levels slightly, and is treated as slow charging its jump engines for that turn.
As soon as the activating ship enters the tunnel, the tunnel closes behind it.

A ship may continue to keep the tunnel open, in which case it is treated as slow charging its engines for that turn.
While an activating ship may move, the tunnel, once opened will remain stationary.

If the activating ship is destroyed before entering the tunnel, the tunnel entrance will collapse and all ships within will be destroyed as well.

Small craft may not enter a Temporal Overdrive tunnel, they will be destroyed.
However small craft may enter a Warp Corridor.

Once in a Temporal Overdrive tunnel or Warp Corridor, a ship may not return.

Large Scale Fighter Stats

 

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