The Babylon Project was not, in my humble opinion, a great piece of work, and the artwork... Well, the least said about the artwork, the better. However The EarthForce Sourcebook was a completely different kettle of fish. Yes, it has truly dreadful artwork - and repetitive artwork at that - but it did contain a starship combat system based on Full Thrust. Now, I do not have Full Thrust so I do not know how closely interlinked the two systems are, but here I present my take on Battlestar Galactica using the EarthForce Sourcebook rules. There are variants on Full Thrust for Battlestar Galactica out on the web, but I think that these are slightly larger scale than those. Anyhow, if you want a slightly faster than StarFleet Battles set of rules, but do not want to go down the Fleet Combat System route, these might well be for you.
They're certainly easier to design with!
Not many rules need to actually be modified for this, which is always handy for a designer, as nearly everything is actually included with the basic rules.
All ships use Minbari Gravatic Drive movement.
Ships may not rotate in place if they are not moving though.
This is because ships do not fly like real life physics and vectors allow.
To be able to ram, use the following check numbers:
| Target | ||
|---|---|---|
| Rammer | Colonial | Cylon |
| Colonial | 6 | 6 |
| Cylon | 5 | 5 |
Pulse 1 batteries may be used to target fighters or ships in turn - but never both. If attacking ships, all the normal rules apply. If targeting fighters then the following rules apply:
1 Fire Con must be allocated to anti-fighter capability, and one Fire Con will allow any number of Pulse 1 batteries to attack fighters. All pulse anti-fighter fire will occur in the normal anti-fighter fire phase (at the end of fighter movement). In the orders phase of the turn, the decision must be made as to whether or not pulse 1 batteries will target fighters. The actual batteries to be fired need not be specified until the time of firing, and may end up being none. However, even if no pulse batteries are fired in this mode, 1 Fire Con is still allocated and may not be reallocated until next turn.
A Pulse 1 battery will destroy 1 fighter on a roll of 4 or 5, and 2 fighters on a roll of 6. A roll of 6 also allows the ship to re-roll.
Use the missile rules as found here http://www.geocities.com/Area51/Rampart/3389/mrules.html.
Missile Types:
| Missile | Duration | Range | Speed | Damage |
|---|---|---|---|---|
| Class 1 Missile | 2 turns | 150 mu | 50 mu | 1d6 |
| Class 2 Missile | 2 turns | 120 mu | 40 mu | 2d6 |
| Class 3 Missile | 3 turns | 75 mu | 30 mu | 3d6 |
| Cylon Drone | 3 turns | 150 mu | 10 mu | 1d6 |
Standard Colonial missiles are Class 2.
Fighter vs Missile Chart:
| Fighter Type | Class 1 | Class 2 | Class 3 | Cylon Drone |
|---|---|---|---|---|
| Colonial Viper | x | 6 | 5,6 | 4,5,6 |
| Cylon Raider | x | 6 | 6 | 5,6 |
| Target | |||
|---|---|---|---|
| Fighter | Movement | Viper | Raider |
| Colonial Viper | 30 MU | 5,6 | 4,5,6 |
| Cylon Raider | 20 MU | 5,6 | 4,5,6 |
All sixes indicate 2 hits and allow a re-roll.
At this scale, skills do not really mean too much and thus I would stick to using the rules in the book regarding fighter aces. Cylons should never be made fighter aces.