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Warboss Jim's Colonial Fleet
Warboss Jim's Colonial Fleet
Colonial Fleet
The battle fleet of the colonial navy is centered on
the Battlestar which can be considered the rough
equivalent of US Navy carriers. The Colonial Fleet
operated a force of about 120 Battlestars and
several support vessels. The Fleet was organized
around "Battlestar Groups", such as Battlestar Group
75 (from which Galactica receives its BSG-75
designator). These groups were composed of a
single Battlestar protected and supported by
smaller vessels, including, but not limited to, Viper
and Raptor squadrons. The Colonial Fleet has a
mixed Navy/Marine Corps rank system: Admiral;
Rear Admiral; Commander; Colonel; Lieutenant
Colonel; Major; Captain; Lieutenant; Lieutenant,
j(unior) g(rade); Ensign. Non-commissioned officers
and enlisted personnel also have a mixed
Navy/ Marine Corps rank system, referred to as a
"Naval-style rank system" Master Chief Petty Officer,
Chief Petty Officer, Petty Officer 1st and 2nd Class,
Specialist, Deckhand and Recruit.
Colonial Fleet Composition
When you build a colonial fleet you must include at
least one Battlestar type ship in any fleet of 500
points or more. In addition you must field at least
one squadron of Medium ships and one squadron
of Small ships. You can spend up to 50% of your
points on Massive ships, 50% on Large ships 40% on
Medium ships and 40% on Small ships. A Colonial
Fleet may never have Allied ships (ships from the
Core Game of Firestorm armada) included in the
fleet list nor may any Colonial ships be included in
those lists.
The Fleet has a command Distance of 6 and a
Fleet Tactics Rating of +2.
Fleet wings- If you have spare points left over that
you cannot use to build your fleet; you may buy up
to 6 Raptor Assault craft. The Raptors do not need a
Battlestar and are assumed to have used their jump
engines to enter the battlefield. All Vipers cost 6.
Their Stats are listed Below.
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Special Colonial Fleet Rules-
The Colonial Fleet uses the Revised Wing Rules and
Colonial Barrage MAR.
Their Wings, Viper MKII, uses the Rugged
Construction MAR. The Viper MKVII uses the
Rugged Construction Rule as well as receiving a +1
to its movement. The Raptors have their own
special rules detailed below.
Colonial Barrage MAR
Colonial Main Guns (or Broadsides/Turrets in
Firestorm terms) may fire in either Salvo or Flak
Barrage modes. If fired in Salvo mode the fire is
resolved in the same manner as AD in Firestorm. If
fired in Flak Barrage mode they use the rules below.
A Colonial Fleets PD works in the same way as the
rules Presented in Firestorm. However any ship with
the Colonial Barrage MAR may also fire Flak
Barrages from its main guns (Broadsides or Turrets)
to supplement its point defense. These are fired at
any time you would normally be allowed to fire PD,
just at a longer range. Any Broadside or Turret may
fire a Barrage at any time at RB1 (8) using the AD
at that range as PD. The barrage will only fire into
the arc the weapon would normally fire into and
will affect the entire Range Band. In the case of
turrets the player must declare which arc they are
firing into. A Barrage will affect ALL Wings and
Torpedoes, friendly or enemy in the arc at the time
of the attack. It will also affect any Wings on CAP
regardless of which arc they are occupying. To
conduct a barrage the player rolls PD dice equal to
the AD of the Broadside (or Turret). The result
applies to ALL wings and Torpedoes in that arc. For
example- a Mercury class Battlestar fires its portside
Broadside as a barrage to stop an incoming
Torpedo Attack. There are two friendly Wings and
six enemy wings in the same fire arc as well as one
friendly Wing on CAP. The player rolls 10 AD as PD
and gets 1,1,3,2,4,5,5,6,2,3 (re-roll as normal for the
6) generating a 5. This gives three Drive Off results
and one Destroyed result for the Wings including
the one on CAP. The results are applied to each
side equally in whatever manor the owning player
wishes. The Colonial player decides to destroy the
Wing on CAP and Drive Off the other two Wings.
The enemy player destroys one wing and Drives Off
three more leaving him with two operational wings.
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Flight Tracker
Squadron Designator:__________________
Flight Type:__________________________
Configuration:________________________
Turns Activated:
1 2 3 4 5 6
[] [] [] [] [] []
Number Destroyed:____________
Squadron Designator:__________________
Flight Type:__________________________
Configuration:________________________
Turns Activated:
1 2 3 4 5 6
[] [] [] [] [] []
Number Destroyed:____________
Squadron Designator:__________________
Flight Type:__________________________
Configuration:________________________
Turns Activated:
1 2 3 4 5 6
[] [] [] [] [] []
Number Destroyed:____________
It is suggested you print this page out and either
laminate it or slide into a page protector. You can
then use a grease pencil or dry erase marker to enable
you to update each Flights information as the game
progresses.
Squadron Designator:__________________
Flight Type:__________________________
Configuration:________________________
Turns Activated:
1 2 3 4 5 6
[] [] [] [] [] []
Number Destroyed:____________
Squadron Designator:__________________
Flight Type:__________________________
Configuration:________________________
Turns Activated:
1 2 3 4 5 6
[] [] [] [] [] []
Number Destroyed:____________
Squadron Designator:__________________
Flight Type:__________________________
Configuration:________________________
Turns Activated:
1 2 3 4 5 6
[] [] [] [] [] []
Number Destroyed:____________
9| P a g e
VALKYRIE CLASS
BATTLESTAR
R
A
N
G
E
B
A
N
D
S
T
A
R
B
O
A
R
D
P
O
R
T
F
O
R
E
T
U
R
R
E
T
S
T
O
R
P
E
D
O
E
S
(
A
N
Y
A
R
C
)
DR CR MV HP CP AP PD SH MN FW 1 5 5 5 7 3
5 10 6 6 4 4 5 - - 6 2 6 6 6 8 4
FLEET TACTICS BONUS:+2
COMMAND DISTANCE: 6
3 4 4 4 6 5
4 3 3 3 5 6
COST: 115 POINTS
THIS IS A LARGE CAPITAL CLASS SHIP
IT MUST MOVE 2 STRAIGHT AHEAD BEFORE MAKING EACH 45 DEGREE TURN
UP TO 50% OF YOU POINTS CAN BE SPENT ON LARGE BATTLESTARS
LARGE BATTLESTARS ARE DEPLOYED IN SQUADRONS OF 1 SHIP
COLONIAL BARRAGE, DECK CREWS, SCOUT
ATLAS
BATTLESTAR
R
A
N
G
E
B
A
N
D
S
T
A
R
B
O
A
R
D
P
O
R
T
F
O
R
E
T
U
R
R
E
T
S
T
O
R
P
E
D
O
E
S
(
A
N
Y
A
R
C
)
DR CR MV HP CP AP PD SH MN FW 1 3 3 3 6 5
5 8 8 5 4 3 3 - - 3 2 4 4 4 8 5
FLEET TACTICS BONUS:+2
COMMAND DISTANCE: 6
3 3 3 3 6 5
4 2 2 2 4 5
COST: 85 POINTS
THIS IS A MEDIUM CAPITAL CLASS SHIP
IT MUST MOVE 1 STRAIGHT AHEAD BEFORE MAKING EACH 45 DEGREE TURN
UP TO 40% OF YOU POINTS CAN BE SPENT ON MEDIUM SHIPS
ATLAS BATTLESTARS ARE DEPLOYED IN SQUADRONS OF 1 TO 3 SHIPS
COLONIAL BARRAGE, SCOUT
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CRONUS
GUNSTAR
CRUISER
R
A
N
G
E
B
A
N
D
S
T
A
R
B
O
A
R
D
P
O
R
T
F
O
R
E
F
O
R
E
F
I
X
E
D
T
O
R
P
E
D
O
E
S
(
A
N
Y
A
R
C
)
DR CR MV HP CP AP PD SH MN FW 1 4 4 4 6 4
4 6 8 4 3 3 3 - - - 2 6 6 7 7 4
FLEET TACTICS BONUS:+2
COMMAND DISTANCE: 6
3 2 2 5 5 4
4 - - - 4 -
COST: 65 POINTS
THIS IS A MEDIUM CAPITAL CLASS SHIP
IT MUST MOVE 1 STRAIGHT AHEAD BEFORE MAKING EACH 45 DEGREE TURN
UP TO 40% OF YOU POINTS CAN BE SPENT ON MEDIUM SHIPS
CRONUS GUNSTARS ARE DEPLOYED IN SQUADRONS OF 1 TO 3 SHIPS
COLONIAL BARRAGE (FIXED FORE MAY NOTFIRE BARRAGES), FIRING SOLUTION (FIXED FORE AND FORE)
VICTORY CLASS
SCOUT
DESTROYER
R
A
N
G
E
B
A
N
D
S
T
A
R
B
O
A
R
D
P
O
R
T
F
O
R
E
T
U
R
R
E
T
S
T
O
R
P
E
D
O
E
S
(
A
N
Y
A
R
C
)
DR CR MV HP CP AP PD SH MN FW 1 - - 3 - 6
4 6 10 3 3 2 3 - - - 2 - - 5 - 6
FLEET TACTICS BONUS:+2
COMMAND DISTANCE: 6
3 - - 2 - 8
4 - - - - 8
COST: 50 POINTS
THIS IS A MEDIUM CAPITAL CLASS SHIP
IT MUST MOVE 1 STRAIGHT AHEAD BEFORE MAKING EACH 45 DEGREE TURN
UP TO 40% OF YOU POINTS CAN BE SPENT ON MEDIUM SHIPS
VICTORY CLASS SCOUTS ARE DEPLOYED IN SQUADRONS OF 1 TO 3 SHIPS
HIDDEN KILLER, SCOUT, VULNERABLE
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PANTHER CLASS
FRIGATE
R
A
N
G
E
B
A
N
D
S
T
A
R
B
O
A
R
D
P
O
R
T
F
O
R
E
T
U
R
R
E
T
S
T
O
R
P
E
D
O
E
S
(
A
N
Y
A
R
C
)
DR CR MV HP CP AP PD SH MN FW 1 - - 4 - 1
3 6 10 2 2 - 2 - - - 2 - - 5 - 2
FLEET TACTICS BONUS:+2
COMMAND DISTANCE: 6
3 - - 3 - 3
4 - - - - 4
COST: 25 POINTS
THIS IS A SMALL CLASS SHIP
IT MUST MOVE 0 STRAIGHT AHEAD BEFORE MAKING EACH 45 DEGREE TURN
UP TO 40% OF YOU POINTS CAN BE SPENT ON SMALL SHIPS
PANTHER CLASS FRIGATES ARE DEPLOYED IN SQUADRONS OF 1 TO 4 SHIPS
SMALL SHIP
SCORPION
CLASS
CORVETTE
R
A
N
G
E
B
A
N
D
S
T
A
R
B
O
A
R
D
P
O
R
T
F
O
R
E
T
U
R
R
E
T
S
T
O
R
P
E
D
O
E
S
(
A
N
Y
A
R
C
)
DR CR MV HP CP AP PD SH MN FW 1 - - 3 - -
3 4 15 2 1 1 1 - - - 2 - - 4 - -
FLEET TACTICS BONUS:+2
COMMAND DISTANCE: 6
3 - - - - -
4 - - - - -
COST: 17 POINTS
THIS IS A SMALL CLASS SHIP
IT MUST MOVE 0 STRAIGHT AHEAD BEFORE MAKING EACH 45 DEGREE TURN
UP TO 40% OF YOU POINTS CAN BE SPENT ON SMALL SHIPS
SCORPION CLASS CORVETTES ARE DEPLOYED IN SQUADRONS OF 2 TO 4 SHIPS
SMALL SHIP
13| P a g e
MV AD PD AP COST
VIPERS
STANDARD CONFIGURATION 18 2 2 0 6
BOMBER CONFIGURATION 16 3 1 0 6
INTERCEPTOR CONFIGURATION 18 0 3 0 6
RAPTORS
ASSAULT CRAFT CONFIGURATION 15 0 1 1 5
BOMBER CONFIGURATION 15 4 0 0 6
Interceptor Configuration Standard Configuration Bomber
configuration