warboss jim's colonial fleet
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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 Galac t i careceives 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 C olonial Fleet has amixed 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 Revise d Wing Rulesand
Colon ia l Ba rra g e 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 ownspecial rules detailed below.
Colonial Barrage MAR
Colonial Main Guns (or Broadsides/Turrets in
Firestorm terms) may fire in either SalvoorFlak
Barragemodes. If fired in Salvomode the fire is
resolved in the same manner as AD in Firestorm. If
fired in Flak Barragemode they use the rules below.
A C olonial 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
Barragesfrom 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 a t 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 ALLWings and
Torpedoes, friendly or enemy in the arc at the time
of the attack. It will also a ffect any Wings on C AP
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 a rc as well as one
friendly Wing on CAP. The player rolls 10 AD a s 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 O ffresults
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 C olonial player dec ides to destroy the
Wing on CAP and Drive O ffthe other two Wings.
The enemy player destroys one wing and Drives Off
three more leaving him with two operational wings.
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The Torpedo attac k would be reduced by 5 points
and the Battlestars regular PD would then fire as
normal. If a Flight occupies more than one arc the
Colonial player must decide to fire either one or
both Broadsides, or Turrets. Only the enemy wings in
a given arc may be hit by the weapons in that arc.
Switching between modes is somewhat time
consuming. If a ship has fired In Salvo Mode and
the switches to fire a Barrage, in the same turn, it
applies a -4 modifier to itsBa rra g e PD. The reverse
also applies. Thus any ship firing a Barrage that then
fires in Salvo mode when activated suffers -4 to its
AD to that Broadside (or Turret). Players should
make note of which Broadsides or Turrets fire in
which mode during the turn.
Wings making a Stand Off attack are only
attacked by a barrage once. Any survivors may
then release there ordinance which is then
attacked by the ships PD. The Barrage does not
affect the ordinance as the Wings have already
punched through the Flak Barrage to deliver its
attack. Wings making a Point Blank attack must
pass though both the Barrage and the ships PD to
make their attack.
Critical damage- any Critical to Fire C ontrol or Point
Defense will prevent the ship from firing a Barrage.
Also, obviously, a Primaries Hit critical will prevent
those guns from conducting a Barrage.
Raptor assault craft- Raptors are multi-purpose
craft used for Scouting, search and rescue, marine
assaults, and with special ordinance packages,
bombers. They also have their own integrated jump
engines. Raptors follow a ll the rules in Firestorm
Armada for fold space engines and this should not
be considered an optional rule.
At the beginning of the game the player must
decide if he wants to configure his raptors as
assaulters or bombers. It takes a lot of time for the
deck crews to configure raptors for different
missions so they may not be reconfigured during
the game.
Victory Points-the Colonial Fleet considers anyvessel that is not a Battlestar as support ship and
therefore expendable. Those ships, much like
today ca rrier escorts, are expected to sacrifice
themselves to preserve their carriers (Battlestars).
As such, the opposing player only scores hal fvictory
points for destroying non-Battlestar Ships.
Conversely he scores doub l evictory points for each
Battlestar he destroys. In these rules your opponent
does get VPs for destroying Wings.
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Colonial Fleet Tactics-When playing against any of
the races in Firestorm Armada there are two
important things to keep in mind. Your Medium and
Small ships are generally inferior to your opposition
and in most cases, slower. Your capital ships on the
other hand are easily a match for anything they
have, especially when fully outfitted with Vipers.
However, dont forget the lack of any Aft
Broadsides. Also, be careful of the damage to your
Battlestars. Your opponent gets double the VPs for
destroying them. The Mercury class is the pinnacle
of C olonial technology but if you lose one, you will
probably lose it all. They are not indestructible. The
Revised Wing rules can make your Vipers and
Raptors very nasty in the right circumstances but
remember they are not a renewable asset. Once
they are destroyed they are gone. Use them
wisely and dec isively.
Authors Notes-I tried to write these rules to enable
the ships to perform as close as possible to how
they did in the show while still keeping with the ease
of play that we have come to love from Firestorm
Armada . With the Colonial Barrage rules this was
not easy and I tried several variations and finely
settled on the rules presented here. Another thing
that was necessary was to completely re-write the
rules for Wings. I hope I have managed to strike a
balance between making them more effective
without being overpowering or game winners. As
for the ship stats, MARs etc., the performance of the
ships on the show, the tech manuals online (when
they could be found) and the models themselves,
largely dictated the rules I used. For example: most
of the Battlestars have the Scout MAR. This is to take
into account the embarked Raptors (which every
ship has at least a few), being used in this role. It is
their primary job.
I hope you enjoy!
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Revised Wing rules
Wings now work in a similar way to those rules
presented in Dystopian Wars.
Wing types- There are now only two types of
wings. Attack Craft and Assault Shuttles. The
player must decide which his carriers areholding prior to starting play.
Configuration- Attack Craft can be configured
for one of three missions before being
launched and can be reconfigured when
recovered. They are launched the next time
their parent carrier activates but not on the
same turn they landed. Flights may be no
larger than six Wings. All wings in a flight must
be of the same type. Wings can be launched
as Fighters, Bombers or Interceptors. Stats are
the same as in Firestorm but the Bomber has a
movement of 16. One exception to this is
Bombers may jettison their ordinance at any
time and so doing will allow them to revert to
fighters.
Reorganization- Many ships are able to hold
more than the standard squadron size of six
wings. Any flight may combine or absorb
wings from another flight if it is below the full
strength size of six wings. However this may
only be done on the carrier and the Flight
cannot launch on the same turn it is
Reorganizing. For example: A Ralthoza carrier
has 8 wings on board. The player launches 6
wings in one flight and in a later turn suffers
three losses. He then returns them to the
carrier and has the Flight Reorganize to include
the 2 wings that were left on board, bringing
the flight up to strength of 5. He then re-
launches them on the following turn. In anotheexample- an Aquan Battle C arrier has 10 wings
grouped in two flights of 5. Both flights get
badly mauled in combat and return to the
carrier after each losing two wings. The
Aquan player then reorganizes them into one
squadron of 6 and launches them the
following turn. Note- Wings may be
Reconfigured the same turn they are
Reorganizing.
Additionally, if a Flight has Wings that havebeen Driven O ff, they may go with their Flight
when activated if the Flight is returning to a
carrier in its activation.
Assaulters-In the revised rules Assaulters may
now return to their carrier and load more
marines. These come from the ships own AP of
course. Additionally, any ship that starts the
game with Assault Wings may double its AP
capacity at a cost of 2 points per AP added or
3 points if the ship has the MAR Elite C rewor
Sp ec ia l Fo rc e s. However you may not add
more AP than the number of Assault Wings
assigned to the ship.
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Attacks - Wing vs. Wing
This is unchanged from Firestorm
Attacks- Ship vs. Wing
This is unchanged from Firestorm and ships may
attack Wings during the ships movement.
Attacks- Wing vs. Ship
Wings now link fire with FULLdice. They mayattack in one of two different modes.
Stand Offand Po int Bla nk.
In a Stand Off attack the Wing is firing its long
range ordinance or possibly tac tical nukes. It
does so at any point in range band one. This
will keep the Wing itself from c oming under
attack by the ships PD, however the target
ships PD will be able to fire on the incoming
Ordinance and any hits that make it thru thatwill impact the ships shields (if it has any).
In a point blank attack the wing is heading
straight in to the enemy ship and targeting its
most vulnerable spots. Move the wing to within
4 and stop, allowing the target ship to defend
itself with any PD it may have. The surviving
Wings then move into base contact and roll
AD as above but add+1 to the die rolls. PD fire
and shield may not defend against this type of
attack.
Fuel-Fighter craft in most SF shows and movies
seem to be able to very long periods without
needing to refuel and can apparently operate
for several hours without have to re-tank
even when operating in a planets
atmosphere. Therefore players do not need to
keep track of how much fuel a given Flight is
using. Also, a great deal of feedback on the
Dystopian forum seems to suggest how tedious
it is to track fuel on each counter. With the
likelihood of 20 or more wings on the table I
feel requiring such tracking would bog the
game down too much.
Intercept Movement- No change from
Firestorm however Flights may only make one
Intercept move per turn.
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Optional Rules- It is suggested that Battle
Carriers or other Large ships that hold 10 FW be
allowed to increase their FW to 12. This will
allow them to carry two complete groups
rather than any understrength groups which
doesnt seem very Battle Carrier like.
Leviathans should have up to 18 Wings.
Wing Model Assigned Rules-
Some wings have their own Model Assigned
Rules, which are spec ific to individual fleets
either because of different technology or fleet
doctrine.
Rugged Construction (Dindrenzi)
If the token suffers one or more destroyed
results roll a 1D6 to cancel each of them. The
hit is ignored on a roll of 5 or 6 (without an extraroll for the six). A roll or 1,2,3, or 4 has no effec t.
Faster Torpedoes (Terran) - If a Bomber token
makes a long range attack (RB1) against a
ship then that ship must re-roll all of its PD hits
aga inst the torpedoes. Any ships assisting with
their own PD or any Wings on CAP must also re-
roll their hits.
More PD turrets(Directorate)-The wings are
equipped with a self-firing rear PD turret.
Anytime the wing is in combat with other wings
it gains +1 to its PD.
Superior Engine (Aquan) - The token increases
its movement rating by +2
High Speed Run(Sorylian) - If this token makes
a Point Blank attack against a ship that ship
must re-roll all of its PD hits against the Wing.
Any ships assisting with their own PD or any
Wings on CAP must also re-roll their hits.
Swarm Tactics (Ralthoza) -When Flight that has
Swarm Tactics makes an AD attack against a
model and uses Linked Fire, the C OMBINED
attack receives a +2 dice.
Well Trained (Kedorian, Ryushi ) - This token
can deploy within 6 of its carrier when it is
launched and can land on the carrier so long
as it is within 6. Also, the Flight may choose to
redeploy anywhere in the players set up area
after the opposing fleet has set up. This isdone after any redeployment due to Scout
MARs.
Flight Trac ker:
Below is a simple Flight Tracker players may use
at their option to record the status of theirindividual Flights.
Squadron Designator is for how you have your
models described or marked on the table such
as yellow squadron, blue squadron, etc. Flight
Type is either going to be Attack Craft or
Assault Shuttles. Configuration is to record
what configuration your Attack Craft are in. In
the case of assault Shuttles you can use this to
show if they have AP on board or not. Turns
Ac tivated are just that and number destroyed
is for those wishing to track casualties.
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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:____________
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Colonial Fleet Cards
MERCURY
CLASS
BATTLESTAR
(PEGASUS) RANGEBAND
STARB
OARD
PO
RT
FO
RE
TUR
RETS
TORPEDOES
(ANY
ARC)
DR CR MV HP CP AP PD SH MN FW 1 10 10 16 - 7
7 14 6 12 10 7 9 - - 18 2 15 15 20 - 8
FLEET TACTICS BONUS:+2COMMAND DISTANCE: 6
3 7 2 12 - 9
4 - - 8 - 10
COST: 350 POINTSTHIS IS A MASSIVECAPITALCLASS SHIP
IT MUST MOVE 2STRAIGHT AHEAD BEFORE MAKING EAC H 45 DEGREE TURNUP TO 50%OF YOU POINTS CAN BE SPENT ON MASSIVE SIZE BATTLESTARSMERCURY CLASS BATTLESTARS ARE DEPLOYED IN SQUADRONS OF 1SHIPS
AWESOME, COLONIAL BARRAGE, DECK CREWS, PROTECTED SYSTEMS, SAFE HAVEN, SCOUT
GALACTICA
CLASS
BATTLESTAR RANGEBAND
STARBOARD
PORT
FORE(FIXED)
TURRETS
TORPEDOES
(ANYARC)
DR CR MV HP CP AP PD SH MN FW 1 6 6 7 10 5
7 12 6 10 7 5 8 - - 12 2 8 8 8 12 6
FLEET TACTICS BONUS:+2
COMMAND DISTANCE: 6
3 4 4 6 6 7
4 2 2 5 4 8
COST: 180 POINTSTHIS IS A LARGECAPITAL CLASS SHIP
IT MUST MOVE 2STRAIGHT AHEAD BEFORE MAKING EAC H 45 DEGREE TURNUP TO 50%OF YOU POINTS CAN BE SPENT ON LARGE SHIPS
LARGE BATTLESTARS ARE DEPLOYED IN SQUADRONS OF 1SHIPSCOLONIAL BARRAGE, STRENGTHENED HULL, DECK CREWS, SCOUT
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VALKYRIE CLASS
BATTLESTARRANGEBAND
STARBOARD
PORT
FORE
TURRETS
TORPEDOES
(ANYARC)
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 POINTSTHIS IS A LARGE CAPITAL CLASS SHIP
IT MUST MOVE 2STRAIGHT AHEAD BEFORE MAKING EACH 45 DEGREE TURNUP TO 50%OF YOU POINTS CAN BE SPENT ON LARGE BATTLESTARS
LARGE BATTLESTARS ARE DEPLOYED IN SQUADRONS OF 1SHIP
COLONIAL BARRAGE, DECK CREWS, SCOUT
ATLAS
BATTLESTARRANGEBAN
D
STARBOARD
PORT
FORE
TURRETS
TORPEDOES
(ANYARC)
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 POINTSTHIS IS A MEDIUMCAPITALCLASS SHIP
IT MUST MOVE 1STRAIGHT AHEAD BEFORE MAKING EACH 45 DEGREE TURNUP TO 40%OF YOU POINTS CAN BE SPENT ON MEDIUM SHIPS
ATLAS BATTLESTARS ARE DEPLOYED IN SQUADRONS OF 1TO3SHIPSCOLONIAL BARRAGE, SCOUT
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CRONUS
GUNSTARCRUISER RA
NGEBAND
STARB
OARD
PO
RT
FO
RE
FORE
FIXED
TORPEDOES
(ANY
ARC)
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:+2COMMAND DISTANCE: 6
3 2 2 5 5 4
4 - - - 4 -
COST: 65 POINTSTHIS IS A MEDIUMCAPITAL CLASS SHIP
IT MUST MOVE 1STRAIGHT AHEAD BEFORE MAKING EAC H 45 DEGREE TURNUP TO 40%OF YOU POINTS CAN BE SPENT ON MEDIUM SHIPS
CRONUS GUNSTARS ARE DEPLOYED IN SQUADRONS OF 1TO3SHIPSCOLONIAL BARRAGE (FIXED FORE MAY NO T FIRE BARRAG ES), FIRING SOLUTION (FIXED FORE AND FORE)
VICTORY CLASSSCOUT
DESTROYER RANGEBAN
D
STARBOARD
PORT
FORE
TURRETS
TORPEDOES
(ANYARC)
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 POINTSTHIS IS A MEDIUMCAPITAL CLASS SHIP
IT MUST MOVE 1STRAIGHT AHEAD BEFORE MAKING EAC H 45 DEGREE TURNUP TO 40%OF YOU POINTS CAN BE SPENT ON MEDIUM SHIPS
VICTORY CLASS SCOUTS ARE DEPLOYED IN SQUADRONS OF 1TO3SHIPSHIDDEN KILLER, SCOUT, VULNERABLE
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PANTHER CLASS
FRIGATERANGEBAND
STARB
OARD
PO
RT
FO
RE
TUR
RETS
TORPEDOES
(ANY
ARC)
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:+2COMMAND DISTANCE: 6
3 - - 3 - 3
4 - - - - 4
COST: 25 POINTSTHIS IS A SMALLCLASS SHIP
IT MUST MOVE 0STRAIGHT AHEAD BEFORE MAKING EAC H 45 DEGREE TURNUP TO 40%OF YOU POINTS CAN BE SPENT ON SMALL SHIPS
PANTHER CLASS FRIGATES ARE DEPLOYED IN SQUADRONS OF 1TO4SHIPSSMALL SHIP
SCORPIONCLASS
CORVETTE RANGEBAN
D
STARBOARD
PORT
FORE
TURRETS
TORPEDOES
(ANYARC)
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 POINTSTHIS IS A SMALLCLASS SHIP
IT MUST MOVE 0STRAIGHT AHEAD BEFORE MAKING EAC H 45 DEGREE TURNUP TO 40%OF YOU POINTS CAN BE SPENT ON SMALL SHIPS
SCORPION CLASS CORVETTES ARE DEPLOYED IN SQUADRONS OF 2 TO 4SHIPSSMALL SHIP
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MV AD PD AP COST
VIPERSSTANDARD CONFIGURATION 18 2 2 0 6
BOMBER CONFIGURATION 16 3 1 0 6
INTERCEPTOR CONFIGURATION 18 0 3 0 6
RAPTORSASSAULT CRAFT CONFIGURATION 15 0 1 1 5
BOMBER CONFIGURATION 15 4 0 0 6
In terce pto r Co nf igu rat ion Stand ard Co nf igu rat ion Bom b er
conf igurat ion