Warhawk (3k)

Commander Apollo, having successfully beaten the Cylons in a deadly space battle, leads the Galactica and the fleet into unexplored territory in search of the Thirteenth Tribe. Guided by the holomap discovered on an abandoned Cylon outpost, they set course for a mysterious world that may or may not be the legendary planet Earth.

But they are not alone in this sector of space. The Cylons continue to expand outward in the same direction. And this area of the galaxy is not uninhabited. Both the Cylons and the Galacticans are confronted by the Chitain, a completely alien race more warlike and fearsome than anything previously encountered: they make the Cylons seem almost civilised. And their mission is to become the only sentient lifeforms in their sector by eliminated everyone else.

It is into Chitain space that Apollo must lead the fleet in search of the planet on the holo-map. Once there, Apollo makes the discover of a lifetime: The planet is not Earth, but it was once the home of an ancient colony started by the Thirteenth Tribe. And it is now the home of Commander Cain - Sheba's father, the late Adama's comrade-in-arms, and the leader of another group of exiles that left Caprica eighteen yahrens earlier, just after the Cylons mounted their sneak attack on the Colonies... and just before Adama led the Colonial survivors out of harms way.

Considered dead, Commader Cain has not only survived in this far-flung corner of the galaxy, he has thrived and established a military base and warcraft manufactory. In addition the Battlestar Pegasus, in which Cain fled those many yahrens ago, his group is in the process of building two new Battlestars and countless new Viper attack craft. Cain is preparing for the ultimate battle with the Cylons.

But the Chitain must be taken into account. Apollo wants to pursue peace with the hostile aliens. Cain, and many others, loudly oppose this move. Apollo, following his instincts, goes with Starbuck to speak with the Chitain, under a flag of truce. On the Chatain homeworld, they are greeted as visiting royalty - an unexpected surprise, and certainly too good to be true.

Apollo and Starbuck must discover the secrets of Chitain's warrior society. They must uncover the true nature of the strange creatures held as slaves by the Chitain, and how the approaching Cylons figure into the mix. And finally, Apollo must decide if Cain's plan for an all-out attack against both forces is best for the safety of the fleet and, if so, how he can limit the death and destruction that will surely follow.


Commander Cain's Fleet

Commander Cain had started building himself a new fleet of warships. Coupled with some survivors that he managed to pick up, Cain is definitely a powerful commander. He has managed to build himself two additional Battlestars - the Daedelus and the New Bellophon. In addition, he still commands the Pegasus. The actual configuration of the new Battlestars is unknown, but considering Cain's perchant for war, I would suspect that they would be the same as the Pegasus.

Cain also has other warships, around 12 of them. What these are is a mystery. The book lists them as Battlecruisers, but they are most certainly not Battlescruisers in the sense that this site uses the term. The Starlight for example, only has a crew of four. I would imagine that they would be patrol boats or light cruisers at best. Cain's Vipers are mainly Starhound Class, but I would imagine that he has managed to update some to Azure Class. In addition, he has built three Viper Duets.

Up until the end of the book, none of Cain's fleet or fighting forces were QSE equipped. One Viper Duet would be such equipped, but that would be under the command of Colonel Athena and piloted by Dalton and Troy.

It is safe to assume that all civilian vessels under the command of Cain would be armed.

At the end of 'Warhawk', the New Bellophon and all but three additional warships have been destroyed. All warships are QSE equipped.

Commander Apollo's Fleet

By the time of 'Warhawk', a lot more Vipers have been equipped with QSE generators. I would imagine more Scarlet Class Vipers have also been built, but the Forge ship was destroyed at the end of 'Armageddon', so it is certain that production has dropped.

It is also stated that Apollo's fleet has additional warships amongst them. It is safe to assume that these are not large warships, so I would imagine that they are generally patrol ships with maybe one or two light cruisers thrown into the mix.

By the end of 'Warhawk', all ships of the fleet would be equipped with QSE, with some non-military ships slaved to a master QSE ship. Not all Vipers are QSE equipped though.

 

Game Rules (2k)

All the rules from Armageddon should be used in addition to these addition.
Notes for Chitain in GURPS can be found here.

New Ships

TypeSpeedWeaponsDamageBPVDFRYearNotes
Viper Duet20Special6347361Turbos (Speed 30)
Gets -1 attack roll to all forward arc
Has an additional attack roll to rear arc
Chitain Fighter26Special434?Has a 360o degree attack
See notes.
Sky Fighter22Special42.55?

Viper Duet

The Viper Duet is literally two Vipers mated together. The ship has the added bonus of additional forward firing power, and a turret protects the rear end of the ship. The craft has a crew of two, either of which can access the weapons and flight controls of the ship. These ships function much like Asps, but without the scout sensors.

Chitain Fighters

The Chitain fighter does have a weakness in that its stinger plasma weapon may not fire above the craft. To simulate this, when engaged in a dogfight with fighters piloted by anyone other then a poor crew, the Chitain craft has a +1 to its attack roll. Chitain fighters are solely interplanetary with no jump capability. They are also never equipped with poor crews.

Sky Fighters

Without armour, a Sky fighter has no weapons, a Damage of 2 and a move of only 18.


QSE Generators and Slave Units:

Capital ships can now be equipped with QSE generators. These function exactly as normal QSE equipped ships and follow the same rules.

Some ships are equipped with slave units. These ships cannot initiate QSE on their, but instead, but when their master ship engages their QSE, then all slave units enter QSE as well. A slave ship may not opt out of this.

All slave ships need a controller. The controlling ship may control a number of slave units equalling it is F&E Command Rating. All slave units must be within 3 hexes of the controlling ship. If the controlling ship is destroyed, then the slave unit will remain in whatever state it was in when the controlling ship was destroyed. During the course of a game, a slave unit may not be retuned to accept another controller.

Obviously if the controller is destroyed, then a slave ship may not change it is QSE state.

 

Fleet Combat System (2k)

TypeMoveHullSecPrimaryMslFightersCommandPoints
Viper Duet13T1*1*----3
Chitain Fighter161*1*----2.75
Chitain Dreadnought4/212/24/3663x (360o:5/3/3)--6F78
Sky Fighter141*1*----2.5

QSE Generators and Slave Units

Use the notes from above. A ship may control a number of slave units equalling its Command Rating, but Flag units may not control squadrons of controllers. All slave units must be within three hexes of the controller.

 

Large Scale Fighter Rules (2k)

Azure Class Vipers are treated as normal Vipers.

Viper Duet:

Hull8L. Warp6R. Warp6C. Warp6
Pilot 11Pilot 21Turbos1Landing Gear1
Heavy Turbolaser A1Heavy Turbolaser B1Turbolaser C1Turbolaser D1
Sensor6,3,0Scanner0,5,9Dam ConNAExcess3
Move cost0.50Turn modeALife support0.50

Heavy Turbolasers A and B have FA arcs, Turbolasers C and D have RA arcs.
All weapons in the same arc must fire at the same target.

Chitain Fighter:

Hull6L. Warp6R. Warp6C. Warp6
Pilot 11Landing Gear1
Plasma Cannon1
Sensor6,0Scanner0,9Dam ConNAExcess3
Move cost0.50Turn modeALife support0.50

The Plasma cannon has a 360o arc.

Sky Fighter:

Hull6L. Warp6R. Warp6
Pilot 11Landing Gear1
Plasma Cannon1
Sensor6,4,2,0Scanner0,3,6,9Dam ConNAExcess3
Move cost0.50Turn modeAALife support0.50

The Plasma cannon has a FA arc.
Nimble ship.

Heavy Turbolasers:

These require 1 energy point to fire.

Range:0-23-45-8
To-hit:1-51-41-3
Damage:161410

Plasma Cannon:

These require 1 energy point to fire.

Range:0-23-45-8
To-hit:1-51-41-3
Damage:14108