Acta BSG Core Rules v8
Acta BSG Core Rules v8
Acta BSG Core Rules v8
Battlestar Galactica
8th Draft
Th e Cylon Wars
An sent ad firtero uro, nequita ntrarit. Verum recultum ausa detra? Dis.
Ast peremoltiae et L. Graet aciensunum ina, vertus vil consintessa ia Sertam
Romnique et conium lost grarentrem terditius tusatusci conum remusa re faci
iterit, que converf ecitus condius nos, ve, cor is, cruntis; nessimur, quostraed conscidem quonsu verceru demulicaus, se es, quertent.
Det, con hae notio, vidii sum nemum pra dem ine tat rectum ina vo, perfirmil
te il cae trarte, mentiam ressid senter hosus ignatestus re nius, a am pultus iu in
Etribusciem patum, cam tampessent? Castra poen Etruntem es autemnoximis re
pra nonsus achuctus vasdam dum fur quernih icapere mnihintimo conequiu mum,
utem actuspies non suli se nos C. Vo, tem.
At res! Simus remorae temus, sum publicae nonficivero atil hoctatra, Ti. Bonces de
faccis, quam hori patia itum am potatuam ius simius? Icibus serei inum steritem,
elari tiem mo unc ocaus vis convernihine et Catum se re, mantusque vidienihilia
moervis mus re, que nosupes! Ad consus hos reor quidem tem sena movitist? quas
viris. Catur auctod acios crionsiderte inendi, sena abis, consignatra nonimactum
Terminology
Throughout this rule set I refer to squadrons as a gaming unit. The word squadron
has simply been used in place of the word flight. Consider the words fligh and
squadron one and the same for game purposes.
Weapon Traits
These rules have added two more weapon traits to the game.
Nuclear Weapon: If a ship has at least one weapon with this trait it may
perform the following special action. The action may only be perfomred
once for each weapon system with the trait:
Nuclear Attack: Auto
Target an enem ship that is in range and line of sight of a wepaon
system that has the Nuclear Weapon trait. This wepaon is considered to
be firing a nuclear salvo and no other weapons may fire this turn.
Place a nuclear salvo token half way between the firing ship and the
target ship but do not resolve the attack, continue with the movement
phase. During the attack phase this token can be fired at. All weapon
systems require a roll of a 6 to hit and it has a number of damage points
equal to the number of AD that the wepon system firing the salvo has.
A salvo cannot be engaged in a dogfight. Remove the salvo token if it is
Ship Traits
Critical Hits
The battleship designers in the BSG univers know that their ships have to be built
to withstand terrible damage and continue fighting. To completely destroy a target
you must saturate it with firepower.
To represent this the critical hit rules are slightly modified. When you score one
or more critical hits on a ship instead of rolling for each of them individually
roll once on the critical damage location table. Then, instead of rolling a D6 to
determine the critical damage effect add up the number of critical hits the attack
caused. This is the number used to determine the damage caused.
Th e Tw elve Colonies
The mainstay of the Colonial fleet was its 120 massive Battlestars and their waves
of Viper Fighters. Each Battlestar was built to be a batttleship, a fighter carrier
and the center of command for an entire fleet. With state of the art computer
systems, navigation controls and targeting equipment it is believed that in attack
or defence there is nothing that can defeat a Battlestar.
Damage
90/15
Speed
Crew
120/20
Turns
2/45
Troops
Craft
Traits
Weapons
Range
Arc
AD
Traits
Missile Tubes
30
Double Damage,
Nuclear Weapon,
Slow loading, SAP
Fore Battery
18
Fire Control
18
F/P/S
Fire Control
18
F/P/S
Fire Control
Port Battery
18
Fire Control
Starboard Battery
18
Fire Control
18
A/P/S
Fire Control
18
A/P/S
Fire Control
Famous Acropolis-class
Battlestars:
Battlestar Atlantia
Battlestar Acropolis
Battlestar Columbia
Battlestar Galactica
Battlestar Pacifica
Battlestar Rycon
Battlestar Triton
Famous Mercury-class
Battlestars:
Battlestar Mercury
Battlestar Pegasus
The height of Battlestar design was reached with the production of the Mercuryclass Battlestar. Almost twice the size of the Acropolis-class, due to advanced
technologies the Mercury-class required half the crew of the smaller ship. The
Mercury-class vessel replaced the dorsal armaments of previous Battlestars with
more turrets bolstering the port and starbord batteries as well as a larger set of
bombardment cannon directly to the front of the ship.
Hull
Damage
120/20
Speed
Crew
90/10
Turns
2/45
Troops
Craft
Traits
Weapons
Range
Arc
AD
Traits
Missile Tubes
30
30
Fore Battery
18
F/P
16
Fire Control
Fore Battery
18
F/S
16
Fire Control
Flightpod Battery
18
F/P
Fire Control
Flightpod Battery
18
F/S
Fire Control
Flightpod Battery
18
Fire Control
Flightpod Battery
18
Fire Control
Flightpod Battery
18
A/P
Fire Control
Flightpod Battery
18
A/S
Fire Control
Damage
Speed
12
Dogfight
+3
Turns
SM
Traits
Weapons
Range
Arc
AD
Traits
Twin Autocannon
Twin Linked
Damage
Speed
12
Dogfight
+3
Turns
SM
Traits
Weapons
Range
Arc
AD
Traits
Triple Autocannon
Twin Linked
Damage
65/10
Speed
Crew
55/10
Turns
2/45
Troops
Craft
Traits
Weapons
Range
Arc
AD
Traits
Fore Battery
15
Fire Control
Missile Turrets
20
Missile Turrets
20
Dorsal Bettery
15
Fire Control
Raptor Variants
At the start of a game before deployment you must declare which variant of Raptor each squadron is. You cannot field more than half of the Raptors as the same
variant. Scouts and ECMs can still engage and possibly win Dofights.
Damage
Speed
12
Dogfight
-1
Turns
SM
Troops
Traits
Afterburners, Atmospheric, Dodge 4+, FTL Drive, Auxiliary Scout, Stealth 5+,
No Armament
Damage
Speed
12
Dogfight
-1
Turns
SM
Troops
Traits
No Armament
ECM and support: If the Raptor ECM starts its turn within 4 of Battlestar or a Viper
squadron it can perfrom one of the following actions:
Give the Battlestar +1 to its Point Defences score until the end of the turn
Give the Viper Squadron +1 to its Dogfight score until the end of the turn
These bonuses do not stack if multiple Raptor ECMs target the same ship or squadron.
Damage
Speed
12
Dogfight
+1
Turns
SM
Troops
Traits
Weapon
Range
Arc
AD
Traits
Missile Rack
12
Missile Rack
12
Anti-Fighter, Advanced
Targeting, Limited Payload
Twin Autocannon
Twin Linked
Th e Cylon Fle et
The Cylon attack came without warning. Using electronic warfare they were
able to cripple most of the Colonial fleet without firing a shot. Withinn hours the
extermination of mankind was almost complete...
The main Cylon warship is the Basestar. Although not heavily armed or armoured
a Basestars compliment of almost 800 fighters should br more than enough to see
off most opposition.
Cylon ships do not have Crew damage scores and do not take crew
damage.
Re-roll any Crew Crital Hits critical hits scored on Cylon ships.
Waves
Raiders are at their most effective when used in overwhelming numbers. Raiders generally manuvre in massive formations made up of multiple squadrons in
excess of 60 fighters. A single Squadron of Vipers will be hard pressed to hold off
a wave of Raiders for very long, they might be able to hold their own for a while
but in the end numbers will begin to tell.
In the game a Wave deploys, moves, shoots, dogfights and takes damage like a
single squadron of fighters with the following exceptions:
A Wave has a damage score like larger ships, whenever the wave is hit
(and fails to dodge) it looses one point of damage. When the wave is reduced
to zero damage it is removed from the table.
When a Wave has lost at least half its starting damage its dogfight value
is halved and the AD on all its weapons are halved (rounding down).
A Wave that looses a dogfight suffers one point of damage per enemy
Squadron it was dogfighting . A Wave that wins a dogfight will destroy one
enemy Squadron that it was dogfighting.
Damage
150/25
Speed
Crew
Turns
SM
Troops
Craft
Traits
Weapons
Range
Arc
AD
Traits
Missile Tubes
30
12
Double Damage,
Nuclear Weapon, SAP
Cylon Raiders
Fast, agile and seemingly limitless in number, the Cylon Raider is a Viper
pilots worst nightmare. Heavy Raiders are used as gunships and heavily
armed transports, carrying squads of unstopable Centurion Warriors.
Damage
Speed
15
Dogfight
+4
Turns
SM
Traits
Weapons
Range
Arc
AD
Traits
Missile Tubes
AP , Double Damage
Autocannon
12
Hull
Speed
15
Turns
SM
Traits
Damage
Dogfight
+0
Troops
Weapons
Range
Arc
AD
Traits
Missile Tubes
AP , Double Damage,
Limited Payload
Twin Linked
It took the
combined
firepower of two
Battlestars to
utterly destroy this
one Basestar.