Advanced Boarding Actions (3k)

Boarding Actions:

Boarding actions are not that common an occurrence in the battles that predominate space in the Battlestar Galactica universe.

This is mainly due to the fact that both sides are too busy trying to destroy each other that they do not generally think of capturing the ships. Anyway, the Cylon baseships carry far too many Centurions for that to be a reasonable course of action, and neither side wants to use the other sides vessels. Not to mention the fact that the ships carry extreme numbers of turbolaser batteries that would literally destroy the incoming troop shuttles with relative ease. Sometimes the Colonials will launch hit and run raids on baseships with the intent of destroying key personal or equipment so that the next attack will have an advantage, but for the most part any boarding actions are the exception rather than the rule.

However, pirates and renegades are not adverse to going up against the smaller Colonial ships, and (especially during the trek of the Galactica after the ambush at the Moon of Cimtar) Cylon tankers are always considered a prime target.


For the most part, Boarding Actions can be conducted as per (D7.0), however it should be remembered that transporters do not exist in this universe, and thus all boarding party transfers will be conducted via shuttle. It is also worth being reminded that Colonial and Cylon fighter pilots can also be landed and converted into boarding parties.

(D7.8) Hit and Run Raids can be used, but with a slight modification.
The first is that Cylons may never conduct hit and run raids - they lack the stealth abilities to make it a worth while option. And Cylons that land in a Colonial vessel had better be prepared for a slugfest as everyone will be ready for them.

On a Cylon ship however, it is fairly easy to move around and hide in the small groups that raiding parties use. The problem is finding the target that is targeted for destruction. Generally the only people who find themselves on Baseships are those scheduled to interrogation and the execution. Thus to account for this, roll on the following table every 8 impulses that the raiding party is on the Baseship.

Die RollResult
1,2Location Found
3,4Location not found, roll again in 8 impulses or retreat
5Location not found, Boarding party is forced to retreat
6Boarding party is destroyed

Add 1 to the roll if the Colonials managed to enter the ship in one of their own craft.

If the location is not found, but the party is still alive, then if they prefer, they have the option to retreat back to their shuttle craft. If they do, then they may launch on the following impulse.

If the location is found, then on that impulse make a standard Hit and Run die roll to resolve the raid (D7.81). The results of this roll also determine if the raiders get back to their transport vessel (ie, if they survive, they do), and if so, then they launch their vessel on the following impulse.

If desired and more detail is required, then (D16.0) Advanced Marine Boarding Party Combat rules may be used, and ship diagrams for Colonial and Cylon ships may be found with the ship descriptions in the history section.
The following notes will also be useful:

Boarding parties may arrive by shuttle only.
Turbolifts do not exist in this universe, so movement is by the slow passageway route only.
(D16.46) is ignored. Engines are accessible and may be attacked and vandalised as normal.


Ground Combat:

Unlike boarding actions, ground combat is a relatively common occurrence. Bases are always being constructed and destroyed, and the Cylons are quite adept at building strong fortresses with sizeable garrisons and fighter bays. The Colonials are getting quite adept at destroying them.

Like boarding party combat, ground combat is relatively unchanged, so (D15.0) can be used with almost no change.

However:

Shuttles may never be used in any role other than transport. They may not function in the fire support role nor the escort role as they have no weapons.
As a reminder, shuttles may carry 1 crew unit, or 2 boarding parties and 1 GCV. Other variants on shuttles do not exist. It is possible that a few may have been built for specialised roles, but no other shuttle type was ever carried on a ship as standard, or even for more than the mission for which it was intended.

Fighters, however, may provide fire support and be used in the escort role. Fighters provide 1 offensive point per fighter present, and 1 casualty will destroy one fighter.

Units available to the two sides include:

ColonialsCylons
Boarding partiesBoarding parties
CommandosHeavy weapons squads
Heavy weapon squadsCombat engineers
Combat engineersGCV
GCV
Tanks*
GAV*
CPV*
CEV*

* These units are only available during the 1000 Yahren war, and not if playing in the time of the Galactica Exodus.

The most common unit is the Boarding Party, and the Colonial standard vehicle is the GCV LandRam Class, able to carry troops and defend them with the turbo laser turret.

Generally there will be a number of LandRam class GCV's on every Colonial ship equalling half the amount of shuttles. Troop transports may have more.