Bases and Stations (3k)

We do not see any space stations, defence satellites or anything like that in the Galactica series, but we do hear about the fact that Caprica has/had a very sophisticated satelite defence system (which alas was sabotaged just prior to the Cylon assault on the Colony worlds), so we know that the Colonials can and do build oribital stations of some kind.

We do not hear anything about the Cylons building stations (with the Baseship, who needs a space station?), but we do see that they build ground bases, something that we never see the Colonials do. We also know that the Colonials build ground bases, we just do not get to see any.

So, for this, I am stating that the Cylons do not build space stations, but both sides build ground bases, and as such only the Colonials can use the following stations, but both sides can use the ground bases.


SSD's:

For all bases and stations that are simply used from the SFB rulebooks, the following modifications should be made:
Remove all shields, impulse, transporters, tractors and probes. All weapons should be removed as well - they will be listed in the descriptions below.


Colonial Stations

The stations that the Colonials use are not really combat stations at all. Most can be armed depending on their locations, but they are not used as border defence or at strategic locations to discourage attack.
Instead they are mainly used as way points for civilian traffic, or as supply points for military ships on their way to the border or routine patrols.

The following should be considered representative of what is available:

(R1.10) Fleet repair dock

Used to construct the large ships frieghters and warships that can not land.
All weapons should be converted to ph.3's, add 2 shuttles and 10 points of armour.

(R1.15) Defence Sats

Used to guard main worlds or outposts, these are not as common as the Colonials would like. They are remotely operated, and as such are subject to being sabataged. They follow all normal rules for defence sats, but they can be placed to guard anything desired.
They come in the following types:

(R1.29) Commercial platform

This is probably the most common type of base around, and most of them will be around the colonies themselves, or major outposts or mining bases.
Add two shuttles, convert all AWR to APR. Most commercial platforms have no weapons, but those that do will only ever have ph.3's.

(R1.30) System activity maintaince station

Mainly employed around suspected pirate routes, the SAMS is not a combat capable station designed to stand up to too much of a pounding. Designed mainly to observe and supply local defence forces if neccassary.
Add two shuttles, convert all AWR to APR. Replace all weaponry with 4 ph.3's (360 arc of fire).

(R1.35) Civilian base station

The largest and least common type of station, the base station is situated around the main trade routes or around the Colonies only. There are only about two or these in existence, their use not really being needed much.
Convert all ph.4's to ph.3's, remove all listed ph.3's, replace all w1 to w4 with 4 ph.3's (360 arc of fire), remove all AWR. Add 6 shuttles, add 8 armour. The base station will always have 1 cargo module.

Base augmentation modules

The following is the complete list of modules that may be attached to bases, with the fighter module being quite common as fighters are nearly always the bases main defence.

  • Science module
  • Hospital module
  • Cargo module
  • Fighter hanger module
    (contains 12 fighter boxes (for 4 flights), 12 deck crews and 5 crew units)
  • Repair module
  • VIP module
  • Civilian cargo module

Ground Bases:

Ground bases are handled very similar to stations above, and basically follow all normal SFB rules for bases. The normal SSD modifications above should be made, but feel free to add shuttles to the bases.

The following are a good list of available SFB bases that can be used here:

For the most part, most bases will be unarmed, but most should have some armour to account for the fact that they are generally built in fairly defensible areas.

The following SSD's can also be used to simulate the various fighter bases and small military outposts and defence stations built by both sides. For the most part, these should replace the standard ground defence and fighter bases from the original rules.

 

SSD's (2k)
GIF file
Fleet Repair Dock45k
Defense Sat: Anti-fighter30k
Defence Sat: Missile30k
Defence Sat: Anti-ship30k
System Activity Maintenance Station48k
Civilian Base Station52k
Anti-Assault Laser Battery20k
Anti-Assault Missile Battery25k
Cylon Command Base25k
Fighter Defence Platform20k
Small Fighter Base25k
Medium Fighter Base25k
Scientific Outpost25k

The SSD's were designed by me and drawn by Sean Driscoll.

 

As there is no limit to the amount of bases that can be situated in one ground area on a planet, making larger bases (such as the Gamorray Capital) can be achieved by simply adding several bases together, making attackers having to choose between their targets.

GBCC Cylon Command Base

The Cylon command base is a special base that is used to control large facilities and the Cylons that man them. It is not an offensive structure in itself, but instead is a command and control facility. Any collection of facilities involving more than three different types of base requires a GBCC to co-ordinate the actions of the bases. There will never be more than one GBCC controlling a single set of bases.

A GBCC is intentionally hidden and disguised, and for good reason - if it were to be located and knocked out, all other bases under it is command would lose their ability to function and be rendered inoperable. Something that happened at the Battle of Gamorray.

To simulate this, use the following rules.
A GBCC may not be attacked until it is identified. To do this, the attacker must have a Tactical intelligence rating of M. Once the base has been identified, it may then be attacked as normal. Tac Intel of M is difficult to get, and no ship wants to be hanging around whilst being shot at. Thus another way to get it is for fighters to be assigned to ground recon missions. For this, the fighter (or flight) must not engage in combat on the turn of spotting and must enter the planets atmosphere to do a fly over of the base. The success rating of this fly-by is determined by a die roll.

Fighter unitDie roll
Asp Fighter3
Fighter flight of 7-8 ships3
Fighter flight of 5-6 ships2
Fighter flight of 3-4 ships1
Fighter flight of 1-2 ships5-

The die roll is 1d6, except for a fighter flight of 1-2 fighters, which rolls 2d6.
If the number required or lower is rolled, then the GBCC has been located. It may then be attacked as normal.

If the GBCC is destroyed, then all bases under it is control are rendered inoperable. They may not fire any more weapons, launch more fighters or take other actions. Fighters in flight may still function as normal, and boarding parties may still continue to repel attackers.