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The

Cylon Wars
The Cylons were created by the people of
the Twelve Colonies. Intelligent robots, they
were used as slaves and soldiers to fight
humanitys wars.
But the Cylons became sentient and they rebelled and that rebellion became a war that
lasted over 12 years.
Man and machine fought to a bloody stalemate, in the void of space mighty
Battlestars clashed with the Basestars whilst Centurions and Soldiers fought each
other planet side. It was during the Colonial offensive, Operation Raptor Talon and
the Cylon invasion of the Planet Tauron that war ended. An Armisticehad been
signed and the Cylons mysteriously retreated into space.
A truce between the Twelve Colonies and the Cylons lasted for 39 tense and silent
years. It was in the 40th year of the armistice the Cylons unleashed a shocking and
merciless attack on the unsuspecting and complacent Twelve Colonies.
In one genocidal day, billions of human lives were consumed by nuclear fires. Only
those souls fortunate enough to be aboard starships were able to band together
and escape and flee into deep space, led by the sole surviving Colonial warship, the
Battlestar Galactica.

Credits
Author
Dave Robotham
Design and Layout
Dave Robotham
Front Cover Artwork
coxxon, Will Jaspers & Martin Laine
Proofreaders
Playtesters
Special Thanks to
The hundreds of fans across the
globe that have put hours of work
into fleshing outBSG universe and
the people over at the Battlestar
Wiki for the huge amounts of useful
information they have collected and
articled.

Contents

Rules
These rules are based on Mongoose
Publishings award winning game system A
Call to Arms that was written for Babylon 5 as
well as a few ideas from Victory at Sea their
WWII naval combat game.

AIM! FIRE!

The core rules of A Call to Arms assume that


most weaponry in the future is incredibly
accurate, being aimed by highly advanced
computers and targeting systems. However
this is not the case for starship combat with
Battlestars and Basestars where a weapon
hitting the target is not a forgone conclusion.
The way in which a ship attacks a target in
BSG:ACTA is slightly different to that in the
original game.

When you attack with a weapon system roll a


number of dice equal to the weapons AD score.
Any dice that rolls equal to or over the targets
Target value is a Hit.
There are modifiers to this roll, after all
sometimes it is easier to hit a target and other
time much harder. Each AD is modified by the
following:
Target is at Extreme Range
Over 30 away
Target is at Long Range
Over 20 away
Target is at Close Range
Within 10
Target is moving Fast
Moved over 72 this turn

-2
-1
-1
+1

Instead of rolling a weapon systems Attack Dice


and attempting to beat a ships Hull score you
must first see if your ships weaponry has been
able to hit the target.

A roll of a 1 is always a miss, a roll of a 6 is not


always a hit.

All weapon systems now have an Attack Dice


(AD) and Damage Dice (DD) score. Additionally
all ships in BSG:ACTA also have a Target score
as well as their Hull score.

For each Hit scored roll a number of dice equal


to the weapon DD score. Any dice that equals
or beats the targets Hull score inflicts one point
of hull damage and one point of crew damage.

Rules
For each DD that scores over the targets Hull
score roll another dice, on a 6 it is a Critical
Hit.

and traits they are not beam weapons so for


example Interceptors will be able to stop an
attack with Advanced Targeting.

Beams: Any beam weapons will oppperate in


the same way as before, all AD are re-rolled
until they all miss. Then the hits are totalled and
the DD are rolled.

Ship Traits

Interceptors and Dodge: Both of these


defensive systems are worked out after Hits
have been worked out but before DD have been
rolled. Each hit dodged or intercepted counts as
a miss instead.

These rules have added three new shiptraits to


the game.
FTL Engines: A ship with FTL engines can use
the rules and special actions for Hyperspace
with the following alterations:

Weapon Traits

Once a ship used its FTL drives it must


enter or leave the battlefield on the next
turn. FTL engines cannot be held open like
Jump Points.

Nuclear Weapon: Once per game a Weapon


system with the Nuclear Weapon trait may be
fired a Nuclear Salvo. A ship firing a Nuclear
Slavo may not fire any other wepaon systems
this turn.

When using the Initiate Jump Point Special


Action to leave the table no jump point
marker is placed. Simply remove the
model from the table at the start of the next
turn. Only the ship using the sepcial action
may leave the table this way. Each ship
must use its own FTL engines.

These rules have added two more weapon


traits to the game.

For this attack only Weapon System gains the


following special rules if it does not already
have them:
Super Armour Piercing
Quad Damage

A Ship arriving from Hyperspace follows


the usual rules for entering the table,
except when the ship arrives it is placed on
top of the Jump Point marker facing in any
direction. The ships movement for the turn
is halved when it enters the battlefield.

If at least one point of damage is quased by


the attack roll a D6 for each trait the target
possess. On a 4+ the trait is lost. Each trait can
be repaired as if it were lost from a critical hit.
Traits must be repaired one at a time.

Auxiliary Scout: A ship with this trait follows


the same rules as a ship with the Scout trait.
With two exceptions.

Advanced Targeting: Weapons with this trait


work in an identical way to weapons with the
Beam trait, but for the purposes of other rules

The range of all scouting abilities on an


auxilliary scout are 16 but when making a
crew quality roll to use one of the scouting

There are no Jump Gates in ACTA:BSG.

Rules
abilities you may add 1 to the score for every
other auxiliary scout that is within 6. These
supporting auxiliary scouts may not use any
scout abilities for the rest of the turn.

Fighter Defense

Some fighters are more than able to take


damage that would destroy a lesser craft.
Some fighters will have the Defense trait,
followed by a number. For each point of
damage a flight takes, roll a dice if it equals
or beats the Defense score then the point of
damage is ignored. Defense is rolled after
dodges.

Critical Hits

The battleship designers in the Colonial


Fleet 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.


When you score one or more critical hits on a
ship from a single weapon system, instead of
rolling for each of them individually roll once on
the Systems table. Add up the number of critical
hits the attack caused. This is the number used
to determine the result of the critical hit.
Fore example, the Galactica has just been
targeted by a missile salvo from a nearby
Basestar. The atack is resolved and 4 critical
hits are scored.
Rolling once on system table tells us that the
Galacticas Reactor has been hit. Now instead
of rolling on the Reactor damage table we
simply look at result 4 and apply the damage
and effects the ship.

A Battlestar can take huge amounts of damage and still


come out brawling

Th e Colonial Fle et
At the start of the Cylon War 12 mighty
battleships were constructed, these were the
first Battlestars. Each Battlestar was built to be
a batttleship, a fighter carrier and the center of
command for an entire fleet and they became
the mainstay of the Colonial fleet.

After the armistice the Fleet continued to grow


and technology advanced at a rapid pace. State
of the art computer systems, navigation controls
and targeting equipment was developed and
installed on numerous ships, Older ships were
upgraded or mothballed.

Over the course of the war more and improved


Battlestars were designed constructed and sent
straight into the fires of battle. New dedicated
warships that became known as Warstars
were also produced, giving up fighter cover for
greater weaponry.

By the time the Cylons returnes the fleet


contained at least 120 of these massive
Battlestars and Warstars and their squadrons of
Viper Fighters. It was believed that in attack or
defence there is nothing that can defeat them.

Colonial Fle et Rules


Colonial Fleet Initiative +1
Fire Control

Colonial ships are britsling with gun turrets


that are able to traverse quickly and bring their
firepower to bare where it is needed most and
will be most effective.

After you have declaed targets you may reduce


the AD of any one Railgun Battery wepon
system that is engaging a target this turn by 1
or 2. Increse the AD of another railgun weapon
system by the same amount for this turn.

Colonial Fle etlist


Patrol

Skirmish

Crow-class Tender
Firestar-class Destroyer
Viper II Wing
Viper VI Wing

Brenik-class Destoyer

Raid

Battle

Valkyrie-class Battlestar
Berzerk-class Battlestar
Panther-class Warstar

Acropolis-class Battlestar
Cronus-class Warstar
Raven-class Battlestar

War

Armageddon

Mercury-class Battlstar
Thor-class Warstar
Atlas-class Battlestar

Posiedon-class Battlestar

Ships of th e Colonial Fle et


Acropolios-class Battlestar
Speed
Turns

7
1/45

Target
Hull

3+
6+

Damage
Crew

Battle
60/15
68/16

Troops

Craft
6 Viper II Squadrons, 1 Raptor Flight
Special Rules
Anti-Fighter 4, Carrier 2, Fleet Carrier, FTL Engine, Interceptors 3
Weapon
Railgun Battery
Railgun Battery
Railgun Battery
Railgun Battery

Range
12
12
12
12

Arc
Fore
Port
Starbord
Aft

AA
4
10
10
4

DD
2
2
2
2

Missile Tubes

30

Turret

Special Rules

Armour Piercing, Nuclear


Weapon, Slow Loading

Atlas-class Battlestar
Speed
Turns

5
1/45

Target
Hull

2+
6+

War
Damage
Crew

95/20
100/20

Troops

10

Craft

12 Viper II Squadrons, 3 Raptor Flights


Anti Fighter 6, Carrier 4, Command +1, Fleet Carrier, FTL Engine,
Special Rules
Interceptors 4
Weapon
Heavy Railguns
Railgun Battery
Railgun Battery
Railgun Battery
Railgun Battery

Range
18
12
12
12
12

Arc
Boresight
Fore
Port
Starbord
Aft

AA
2
6
14
14
6

DD
4
2
2
2
2

Missile Tubes

30

Turret

Special Rules
Double Damage

Armour Piercing, Nuclear


Weapon, Slow Loading

Berzerk-class Stike Cruiser


Speed
Turns

14
2/45

Target
Hull

5+
3+

Damage
Crew

Raid
28/6
32/8

Troops

Craft
1 Viper VI Squadron
Special Rules
Anti-Fighter 2, Advanced FTL Engine, Flight Computer, Interceptors 1
Weapon
Range Arc
AA
DD
Special Rules
Missile Racks
20
Fore
2
4
Armour Piercing, Slow Loading
Missile Racks
20
Fore
2
4
Armour Piercing, Slow Loading
Railgun Battery
12
Fore
2
2
Railgun Batery
12
Port
5
2
Railgun Battery
12
Starbord 5
2
* The Bezerk-class Warstar cannot use the Fire Control special rules.

Brenik-class Destroyer
Speed
Turns

10
2/45

Target
Hull

5+
4+

Skirmish
Damage
Crew

22/6
26/8

Troops

Craft
1 Viper II Squadron
Special Rules
Anti-Fighter 1, FTL Engine, Interceptors 1
Weapon
Railgun Battery
Railgun Battery
Railgun Battery
Railgun Battery
MIssile Tubes

Range
12
12
12
12
20

Arc
Fore
Port
Starbord
Aft
Turret

AA
1
2
2
1
2

DD
2
2
2
2
4

Special Rules

Armour Piercing, One Shot,

Cronus-class Warstar
Speed
Turns

8
1/45

Craft
None
Special Rules
Weapon

Target
Hull

3+
6+

Battle
Damage
Crew

48/10
65/18

Troops

Anti-Fighter 5, Advanced FTL Engine, Flight Computer, Interceptors 4

Range Arc
AA
DD
Special Rules
Heavy Railgun Battery 18
Port
4
4
Double Damage
Heavy Railgun Battery 18
Starbord 4
4
Double Damage
Railgun Battery
12
Port
6
2
Railgun Battery
12
Starbord 6
2
Missile Racks
30
Fore
4
4
Armour Piercing, Slow Loading
MIssile Racks
30
Fore
4
4
Armour Piercing, Slow Loading
* The Cronus-class Warstar cannot use the Fire Control special rules.

Crow-class Tender
Speed
Turns

8
1/45

Craft
None
Special Rules

Target
Hull

Patrol
3+
2+

Damage
Crew

8/3
12/4

Troops

FTL Engine

Weapon
Range Arc
AA
DD
Special Rules
Railgun Battery
12
Turret
2
2
* A single friendly ship within 4 of the Crow-class tender gains +2 on its Damage Control rolls.

Firestar-class Destroyer
Speed
Turns

12
2/45

Target
Hull

5+
2+

Patrol
Damage
Crew

10/4
12/4

Troops

Craft
None
Special Rules

Advanced FTL Engine, Agile, Anti-Fighter 1

Weapon
Railgun Battery
Missile Tubes

Range
12
12

Arc
Turret
Turret

AA
2
2

DD
2
4

Special Rules
Armour Piercing, One Shot

Mercury-class Battlestar
Speed
Turns

6
1/45

Target
Hull

2+
6+

War
Damage
Crew

80/12
75/10

Troops

Craft

8 Viper VI Squadrons, 2 Raptor Flights


Advanced FTL Engine, Anti-Fighter 6, Carrier 4, Command +2, Fleet
Special Rules
Carrier, Flight Computer, Interceptors 6
Weapon
Heavy Railguns
Railgun Battery
Railgun Battery
Railgun Battery
Railgun Battery

Range
18
12
12
12
12

Arc
Boresight
Fore
Port
Starbord
Aft

AA
4
12
8
8
4

DD
4
2
2
2
2

Missile Tubes

30

Turret

Special Rules
Double Damage

Armour Piercing, Nuclear


Weapon, Slow Loading

Panther-class Warstar
Speed
Turns

10
1/45

Target
Hull

4+
4+

Raid
Damage
Crew

38/8
40/12

Troops

Craft
1 Viper VI Sqadron
Special Rules
Advanced FTL Engine, Anti-Fighter 4, Flight Computer, Interceptors 3
Weapon
Railgun Battery
Railgun Battery
Railgun Battery
Railgun Battery
Missile Tubes

Range
12
12
12
12
30

Arc
Fore
Port
Starbord
Aft
Turret

AA
4
4
4
2
4

DD
2
2
2
2
4

Special Rules

Armour Piercing, Slow Loading

Posiedon-class Battlestar
Speed
Turns

5
1/45

Target
Hull

2+
6+

Armageddon
Damage
Crew

150/38
165/42

Troops

14

Craft

16 Viper VI Squadrons, 5 Raptor Flights


Advanced FTL Engine, Anti-Fighter 8, Carrier 6, Command +3, Fleet
Special Rules
Carrier, Flight Computer, Lumbering, Interceptors 6
Weapon
Heavy Railguns
Railgun Battery
Railgun Battery
Railgun Battery
Railgun Battery

Range
18
12
12
12
12

Arc
Fore
Fore
Port
Starbord
Aft

AA
3
14
14
14
4

DD
4
2
2
2
2

Missile Tubes

30

Turret

Special Rules
Double Damage

Armour Piercing, Nuclear


Weapon, Slow Loading

Raven-class Battlestar
Speed
Turns

6
1/45

Craft

6 Viper VI Squadrons, 1 Raptor Flight

Special Rules
Weapon

Target
Hull

Battle

3+
6+

Damage
Crew

48/10
65/18

Troops

Advanced FTL Engine, Anti-Fighter 3, Carrier, Flight Computer, Interceptors 3

Range Arc
AA
DD
Special Rules
Heavy Railgun Battery 18
Port
2
4
Double Damage
Heavy Railgun Battery 18
Starbord 2
4
Double Damage
Railgun Battery
12
Port
6
2
Railgun Battery
12
Starbord 6
2
* The Raven-class Battlestar cannot use the Fire Control special rules.

Thor-class Warstar
Speed
Turns

6
1/45

Target
Hull

War
2+
6+

Damage
Crew

90/15
80/12

Troops

10

Craft
2 Viper VI Squadrons
Special Rules
Advanced FTL Engine, Anti-Fighter 8, Flight Computer, Interceptors 6
Weapon

Range

Arc

AA

DD

Advanced Railguns 24

Boresight 4

Heavy Railguns
Railgun Battery
Railgun Battery
Railgun Battery
Railgun Battery

18
12
12
12
12

Fore
Fore
Port
Starbord
Aft

3
14
6
6
3

4
2
2
2
2

Missile Tubes

30

Turret

Special Rules
Advanced Targeting, Double
Damage
Double Damage

Armour Piercing, Nuclear


Weapon, Slow Loading

Valkyrie-class Battlestar
Speed
Turns

10
2/45

Target
Hull

4+
4+

Raid
Damage
Crew

32/10
36/12

Troops

Craft
2 Viper VI Squadrons
Advanced FTL Engine, Anti-Fighter 2, Flight Computer, Interceptors 1, Scout
Special Rules
Weapon
Missile Racks
Missile Racks
Railgun Battery
Railgun Battery
Railgun Battery

Range
15
15
12
12
12

Arc
Port
Starbord
Fore
Port
Starbord

AA
2
2
3
2
2

DD
2
2
2
2
2

Special Rules
Advanced Targeting, Accurate
Advanced Targeting, Accurate

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