The Tom DeSanto Revival (3k)

Current Date: 7369

Set some twenty five yahrens after the events of the original series, the Colonials have ended their quest for the planet Earth, and stopped in a vast asteroid belt that contains all the resources that they need for their continued survival. One reason for the stoppage, is that two yahrens after the series, the Colonials teamed up with the Battlestar Pegasus and engaged the Cylons in a huge space battle, from which they emerged victorious, although at great cost. Many people were lost, including captain Apollo. Now, the Colonials live in peace in their asteroid city of New Caprica, teaching about the destruction of the Colonies to their children.

However, the Cylons have not been dormant either and know exactly where to find the Colonials...


The Colonials:

For the most part, the Colonials have not changed much. A lot of the equipment they are using now is the same as it was tweny yahrens ago. With no conflict with the Cylons, they have not felt the need to do much upgrading and expansion to their military. That does not mean that they have not done any, but the new numbers are very low. New vessels chiefly consist of the advanced Vipers, which have been hidden away from the Council of Twelve for fear of the project being disbanded, and funding withdrawn.

Advanced Viper

Vipers

The standard combat Viper is still the old Starhound class which served so faithfully all those yahrens ago. However, this has been complemented by an Advanced Viper which is only available in very limited numbers. This new Viper has been kept secret from the Council of 12, but easily eclipses the older Starhound model.

Battlestar Galactica

The Galactica is still in service with the Colonial military, although these days seems to serve as more of a icon of the past than a military ship of the future. However, the Galactica of the present is a little different to that of the past. Its fuselage contains some large battleship style turrets giving the craft a very powerful punch.

The Cylons:

Unlike the Colonials, the Cylons have not sat still over these past yahrens. Indeed, they have advanced and progressed. There have also been some changes in the Cylon seat of power. With a new Imperious Leader, and with the recapture of Baltar, there are now some differences with the way that the Cylons view mankind. They have been led to believe that mankind is only a threat because of the freewill that we exhibit. If this is removed, then mankind is no longer a threat, and indeed can become a useful part of Cylon society. Baltar suggested this to the Cylons and became the first test human to lose his freewill and become a human drone. Unfortunately, some Cylons were against this whilst others were for it, and they engaged in a civil war. The victorious faction realised that humans could be useful and thus seeks to incorporate them rather than destroy them.

In addition to ideology changes, Cylon technology has expanded as well, with more advanced types of Cylon, new deadlier ships and better weapons. The Information Network has also expanded with Controllers to orchestrate the fleets.

Advanced Raider

Raider

The standard Cylon Raider has been redesigned and made better. Faster, tougher and with heavier weapons, it is more than a match for the older Starhound Viper. With the new Cylons at the helm, it is a death machine for older Colonial technology.

Baseship

Baseship

The new Cylon Baseship is pretty similar to the old model, but does have some upgraded technologies. One of these is a new method of launching Raiders. Whilst the baseship can launch Raiders in the conventional way, their usual tactic is to hold all three hundred raiders on the underneath of the ship and when battle commences, all the Raiders simply drop off and fly into battle in one large bat swarm.

 

Game Rules (2k)

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

Unless noted, all SSD's of ships are the same as their original counterparts found elsewhere on this site. No ship has shields.

New fighter types include the following:

TypeSpeedWeaponsDamageBPVDFRYearNotes
Advanced Viper20Special32.757362Turbos (Speed 31)
Gets a -1 to all attack rolls in the front arc
Advanced Raider18Special42.757357Gets a -1 to all attack rolls in the front arc

Technology has not stood still - even for the Colonials - and all military ships should be considered 1X Technology, although with a few limitations.

Colonials:

The Colonials do not have much in the way of new equipment, but they do have an upgraded Galactica which houses some very powerful pulsar cannons in addition to some upgraded X technology.

In addition to this, the Colonials do have some Advanced Vipers, but not as many as they would like. In fact, only four flights from the Galactica may be of the Advanced Viper type.

The Colonials do have the full range of civilian vessels as normal, although most are now unarmed. Civilian ships may be 1X or normal technology.

Cylons:

No Cylon should never use the variant rule for degraded quality. All Cylons should be considered of normal quality, although there are a few Cylon aces.

Cylon Baseship

The Baseship is pretty much like a normal Basehip, just with better capabilities. As well as being a 1X ship, he other main difference lies in it is Raider launching systems. The Baseship is able to hold all three hundred Raiders on it is underside, and as such, it can launch all the Raiders in one go.

A Baseship may have Raiders held onto the underside of the ship based on its weapon status. If at WSIII, then the ship may have Raiders ready to launch in this way, although a particular scenario may offer reasons why this is not so - for example, if the Baseship is about to land on a planet.

A Baseship may launch all of its Raiders that are carried beneath it, in one phase, or it may launch as many as it desires. However, all Raiders are simply detached from the Baseship and thus start with a speed equalling the acceleration of the Raider.

Raiders may land on the underneath on the Baseship, but must treat this as a normal shuttle bay, and thus only one flight may land at any one time.

Raiders on the underneath of the Baseship may not fire, nor may they be refuelled or rearmed. In addition, the Baseship is also under a few limitations. While the Raiders are carried, the Baseship may not fire some of its weapons, the exact amount depending on the amount of Raiders carried underneath the ship - consult the table following for exact numbers. In addition, if a shot hits the ship, then a die roll has to be made to determine whether or not the underside of the Baseship was hit, and if so, the Raiders will be hit. Again, consult the following table for the number needed. If the roll indicates that the underneath was hit, then a Raider flight will take the damage - apply four points of damage to a Raider, then a point of damage on the DAC, then another four points to a Raider, then a single point on the DAC and so on, until all the damage from that attack has been accounted for.

Raider Flights
Carried
Roll needed
to hit
Raiders (1d6)
Weapons able to be used by Baseship
00All
11Ph.3: 4x LF, 4x RF, 7x L, 7x R, 4x FA, 4x RA, 4x LR, 4x RR; Ph.1: 4x FH, 4x RH
21Ph.3: 4x LF, 4x RF, 7x L, 7x R, 4x FA, 4x RA, 4x LR, 4x RR; Ph.1: 4x FH, 4x RH
31Ph.3: 4x LF, 4x RF, 6x L, 6x R, 4x FA, 4x RA, 4x LR, 4x RR; Ph.1: 4x FH, 4x RH
41Ph.3: 4x LF, 4x RF, 6x L, 6x R, 4x FA, 4x RA, 4x LR, 4x RR; Ph.1: 4x FH, 4x RH
51Ph.3: 4x LF, 4x RF, 6x L, 6x R, 4x FA, 4x RA, 4x LR, 4x RR; Ph.1: 4x FH, 4x RH
61Ph.3: 4x LF, 4x RF, 6x L, 6x R, 4x FA, 4x RA, 4x LR, 4x RR; Ph.1: 4x FH, 4x RH
71-2Ph.3: 3x LF, 3x RF, 5x L, 5x R, 3x FA, 3x RA, 3x LR, 3x RR; Ph.1: 3x FH, 3x RH
81-2Ph.3: 3x LF, 3x RF, 5x L, 5x R, 3x FA, 3x RA, 3x LR, 3x RR; Ph.1: 3x FH, 3x RH
91-2Ph.3: 3x LF, 3x RF, 5x L, 5x R, 3x FA, 3x RA, 3x LR, 3x RR; Ph.1: 3x FH, 3x RH
101-2Ph.3: 3x LF, 3x RF, 5x L, 5x R, 3x FA, 3x RA, 3x LR, 3x RR; Ph.1: 3x FH, 3x RH
111-2Ph.3: 3x LF, 3x RF, 5x L, 5x R, 3x FA, 3x RA, 3x LR, 3x RR; Ph.1: 3x FH, 3x RH
121-2Ph.3: 3x LF, 3x RF, 5x L, 5x R, 3x FA, 3x RA, 3x LR, 3x RR; Ph.1: 3x FH, 3x RH
131-3Ph.3: 2x LF, 2x RF, 4x L, 4x R, 2x FA, 2x RA, 2x LR, 2x RR; Ph.1: 2x FH, 2x RH
141-3Ph.3: 2x LF, 2x RF, 4x L, 4x R, 2x FA, 2x RA, 2x LR, 2x RR; Ph.1: 2x FH, 2x RH
151-3Ph.3: 2x LF, 2x RF, 4x L, 4x R, 2x FA, 2x RA, 2x LR, 2x RR; Ph.1: 2x FH, 2x RH
161-3Ph.3: 2x LF, 2x RF, 4x L, 4x R, 2x FA, 2x RA, 2x LR, 2x RR; Ph.1: 2x FH, 2x RH
171-3Ph.3: 2x LF, 2x RF, 4x L, 4x R, 2x FA, 2x RA, 2x LR, 2x RR; Ph.1: 2x FH, 2x RH
181-3Ph.3: 2x LF, 2x RF, 4x L, 4x R, 2x FA, 2x RA, 2x LR, 2x RR; Ph.1: 2x FH, 2x RH

For example, if a Baseship carrying 9 Raider flights underneath it is hit by enemy fire, then a roll of 1 or 2 on 1d6, the Raiders underneath will be hit. If 9 points of damage were scored, then the first four points would be applied to a flight, destroying a single Raider, the next point would be scored against the Baseship using the DAC, and then the final three points of damage would be scored against another Raider.

Whilst Raiders are carried beneath the ship, the Basehips other launch bays are still able to be used and these can be used to land Raiders as normal. In extreme cases a Baseship may carry Raiders within and outside the craft, but this is not normal procedure.

Fleet Combat System / Large Scale Fighter Stats