From around 6400, the Cylons started using their asteroid ships, and these soon posed an interesting threat to the Colonials until they started getting experience in how to detect them.
This section lists all the special rules needed to use them. A copy of Module F1: The Jindarians is useful, but not required.
Game Notes:
Generally, a Cylon Asteroid Ship will function as any normal ship. The big difference is that they have a huge amount of armour on all their facings due to the asteroid mass itself.
Generally, treat the asteroid ship as a Jindarian ship with the following changes:
- (D25.0) Armour: Asteroid armour is exactly the same as normal Jindarian armour. For those without access to F1, treat the armour as normal SFB shield, only they cannot be reinforced, dropped or have any shield modifications done to them. Armour may be repaired by normal damage control methods (as shields), only a maximum of 10 points of armour maybe repaired per scenario (total, not per side).
- (D26.0) Boarding Actions: Cylons do not tend to build their ships to confuse (as Jindarians do), and thus normal boarding actions occur as if the ship was a Baseship. This includes the Baseship hit and run raid rules.
- (R16.1C) Special Jindarian Ship Rules:
- (R16.1C1, R16.1C2, R16.1C4) None of these apply
- (R16.1C3) Concealment: Most definitely does apply to Cylon Asteroid ships!
- (R16.1C5) Bases: As normal, bases cannot be built on the Asteroid ship. The Cylons would not as it would give away the ship, and they would not allow other races to build their either - the constructors would be attacked if they managed to get as close as that.
- (R16.1C6) Hidden Deployment: This also does apply. If a Cylon ship has not been in combat for a while, then it will not be detected until it does something like move or fire. If an enemy ship has reason to suspect that an asteroid ship is present, then it may scan the system, and every turn the ship rules 2d6. On a 2 or 12, the asteroid ship is detected, although it will not know that until it is fired on. The scanning ship must have working a working scanner of greater than 2 to attempt this. If the asteroid ship has been in combat for a while though, then every turn a scanning ship may roll 1d6 and on a 1, the asteroid ship will be detected through it is di-ethene emissions.
- Due to the nature of hidden deployment, you might find it useful to get a referee to assist and thus make all the rolls.
Asteroid ships also have other details, but these will be listed on the SSD's and in the relevant Asteroid Ship History Pages.