Before you go rushing off and using all these extra goodies, I thought that I had better explain a couple of things first. Then you can go and play and make all those exciting sound effects...
Basically, most of these systems are just here for the fighters, and for the large part are not a complete rewrite of everything I have already attempted to do for SFB. As such, you probably will not find (initially at least!) cruisers or Battlestars.
What you will find though, are fighters and shuttles. To be accepted here, there must be a minimum of Vipers, Raiders and shuttles. Once these have been done, then when time permits, the Viper variants, additional Raiders and shuttles will be added. As all of these use the same background, these are added for continuity purposes, and also because I want to!
However, not all these systems have the same rules and ideas, and thus you might find some craft perform better here and worse there. A classic example is the recon Asp Viper. Because a lot of systems do not actually have electronic warfare or scouting rules, the Asp usually turns out to be just another target, albeit a fast one. Whilst scenarios using these craft are still possible (escort and the like), they will not get as much use as in a fleet game. [As a side note, the removal of the scouting equipment and extra engine to add the laser generators back to the Asp turns it into a standard Viper].
Another cause of explanation is the Cylon Raider itself. It is a three-Cylon craft, but in most of these systems I have effectively treated it as a one-Cylon craft, especially if the game rules would grant bonuses for having the extra crew. The reason is simple. When in the series did we ever see the craft actually function effectively with all the additional crew? Two of the crew are pilots and gunner, the third is the commander, and yet it does not perform any better than a standard Viper (all crews being equal [ha!]), neither on the command and control, gunnery or piloting. It also blows up as well as a standard Viper. So to ease things along, where the distinction is needed, I have made the Raider to be the equivalent of a single person fighter.
As with SFB, a golden rule of all things, is that if something did not have to be changed, then it was not. However, some things have to be added always, things like turbo's and inverse motion (in fact, it is only at this level that inverse motion [or braking thrusters] can actually be used properly). However I have tried to still keep the flavour of the series, so expect things happening at close range and lots of reusable explosions.
Also I have not gone overboard on explanations much, except where needed. I have assumed that you already know stuff, or else it can be found elsewhere on this website. After all, I do not want to explain turbo's or inverse motion everywhere!
You might also notice that not all ships are included, or some variants are missed out. The reasons for this are plentiful, but consist mainly of the following: Either the conversion was written by someone else and has not been updated, new ships have been added and the site just not updated for whatever reason, or the variant has no real place in that particular system. An example of this last point is the Viper-E. All that is different about the E is that it is more manoeuvrable, no other aspects are changed. For some games this is easy to factor into the stats, but some systems like Silent Death, do not have any system for dealing with this, and so you will not find the Viper-E there.
Remember though, that with all the various fighters and shuttles floating around, the only canon ships are the Colonial Viper, Cylon Raider and (unarmed) Shuttle. We do see an older fighter in the series "The Long Patrol" so potentially the Scarab is semi-official too.
Damage control is another interesting feature. Some games use this, some do not. There's not a lot of evidence that BSG ships have much, if any, in the way of this feature. it is rare that a ship gets damaged unless it is going to serve as a plot hook, and when they do, all the supposed damage control equipment is usually fried as well. If the game includes it, then ships are generally given low scores, but feel free to ignore if you do not like, after all, while an X-Wing has an R2 Unit to fix stabilizers and increase power, a Viper does not.
Where possible, I have tried to add role-playing integration notes to the system I now use.
As normal, while this section is about conversions to other systems, it is not about cross overs, and if you do do that, you may well find limitations and design flaws.