The scale in BSG is 1 hex equals 1 kilometre (or micron), and each turn equals a few seconds. Ideally each hex should be around 200 metres, but I did not want to invent new rules for ships that covered more than 1 hex (the Battlestars would be around 3 hexes in length!) with regard to movement and fire arcs.
Capital ShipsMost vessels in BSG are termed Capital ships. Fighters, Shuttles, Yachts and Patrol Boats are not termed capital ships. Other ships which are not considered capital ships will be stated so in their rules sections. Generally this means that any ship of size class 4 or greater is a capital ship.
|
![]() |
No ship may (C7.1) Disengage by Acceleration. (C7.2) Disengagement by Seperation is not really an option and (C7.3) Disengagement by Sublight Evasion is also not really possible as all combat takes place at sublight speeds.
The phaser is listed as the main weapon on most ships. For weapons larger than the phaser 3, these should be imagined as large turbo lasers, one weapon per box on the SSD.
For phaser 3's, each box should be treated as a turret of anti-fighter turbo lasers, computer controlled for independent fire.
Ranges are also slightly less to account for the BSG fact that everything seems really close together.
Phaser 2 and 3's may attack and destroy fighters, Phaser 1 and 4's may not.
Phaser IV and Phaser I's are NOT destroyed by standard Phaser hits on the DAC. Only TORP or Any Weapon hits will destroy these weapons. Phaser 2 and 3's are destroyed as normal.
![]() |
Phaser 3's:In the series we never actually see either a Battlestar or Cylon Baseship firing its smaller lasers at another capital ship. When the Pegasus went up against two Baseships, it did not use it is weapons then, and Apollo noted to Commander Cain (when he found out the 'real' plan) that the Pegasus did not have any weapons (not knowing about the missiles). Thus one can suppose that phaser 3 batteries are only anti-fighter weapons and cannot be used against other capital ships. This is an optional rule though, but using it will really bring out the need to protect fighters, and will make Baseships more horrible... |
Please see the section on New Weapons.
Damage Allocation ChartWe did not want to, but we had to change the standard DAC slightly for use with this. The main reason is that Battlestar Galactica ships do not have half the amount of special equipment available to SFB ships - things like transporters, tractors, probes and so on. If we just stated that if an item was not present, ignore it, then the ships would start to take too much critical damage too quickly. Thus a revised DAC is included with these rules. It is not a major revision, and is not designed to unbalance play at all. The new DAC can be seen here. | ![]() |
Ships are listed as having warp, APR and batteries. For game purposes these are treated exactly like the SFB equivalent, although in reality they are different types of power systems.
Note that there is no impulse listed, and thus ships have to pay for each point of movement at normal costs - ships are not allowed to move 1 hex for only one point of warp.
All energy for movement must come from the ships warp engines and cannot ever come from other sources.
Mines can be shot at by any vessel equipped with weapons that can target fighters. Vessels need not be stationary, and mines (large or small) have four points of ECM. Mine types available in BSG are the Nuclear Space Mines (large and small [although small T-Bombs operate as large mines as transporters do not exist in BSG]), with any type of control. Additional Cylon Mine types can be found here.
Some ships carry fuel in large silos that is used to refuel other vessels. These ships are very fragile and vulnerable to damage. The fuel carried is treated and hit as cargo, but it chain reacts like fully armed and loaded fighter boxes (although it destroys other fuel boxes, not shuttle boxes).
This makes capturing fuel tankers very difficult, and (D6.4) Non Violent Combat is strongly recommended.
Due to the permanent combat footing of the Colonial's, and the warlike nature of the Cylons, other crew units can be converted into normal offensive boarding parties.
The ratio is as follows: 2 crew units or 3 deck crew units or 1 fighter flight may be converted into 1 boarding party.
Note that if a fighter flight is converted it may not operate it is fighters (and thus must not have already been launched) until it is converted back. Thus the controlling player may wish to keep track of where that flight is at all times in case it is needed
to be converted back to fighter pilots.
The basic shuttles are treated as normal admin shuttles, except that they have no weapons, and are not allowed to be used in special roles (like wild weasel, suicide or scatter pack). In fact, the only types of shuttles allowed are listed in the Master Shuttle Annex. Shuttles not listed are not available.