TEXT:  1 
   
   
  Thin blue line 
  Defenders of the Colonies 
   
  AN UNOFFICIAL SUPPLEMENT FOR THE  
   
  B A T T L E S T A R  
  GALACTICA 
  -- ROLE PLAYING GAME – 
   
   
   
  “Lords of Kobol, take these brave men into your arms, 
  take the spirits of our fallen friends so that they may 
  share in the everlasting life that awaits us all beyond 
  the veil of tears.  
  So say we all." 
  
   
  2222    
  Copyright
  Copyright
  Copyright
  Copyright    & 
  & 
  & 
  & 
  Introduction
  Introduction
  Introduction
  Introduction    
   
  What this book is: This book is a fan created, non-
  commercial, 
  sourcebook 
  for 
  use 
  with 
  the 
  Battlestar Galactica Role-playing game, 
  which is a copyrighted product of Margaret Weis 
  Productions. 
   
   This book is in no way an attempt to make a profit 
  or take the place of anything produced by Margaret 
  Weis Productions.  It is simply a sourcebook 
  created by fans for the inherent use in our role-
  playing games and is not officially licensed by or 
  affiliated with Universal Studios or Margaret Weis 
  Productions. 
   
  Although this book has been produced by users of 
  the forum at www.CortexSystemRPG.org, it’s 
  production or hosting does not imply any liability on 
  any part of that website or its owners. 
   
  All images are used under a fair use claim. No 
  copyright infringement is intended.   
      
  Battlestar Galactica © USA Cable Entertainment 
  LLC. 
  Licensed by Universal Studios Licensing LLLP. All 
  Rights Reserved. 
  Margaret Weis Productions and the MW Logo are 
  trademarks 
  owned 
  by 
  the 
  Margaret 
  Weis 
  Productions, Ltd.  All Rights Reserved. 
   
  This is a supplement to the Battlestar Galactica 
  Roleplaying Game and requires those rules for full 
  use.  It can, however, be used with the Serenity 
  Roleplaying Game but you will need to know the 
  differences between the two systems to use it 
  effectively.   Details of how to convert characters 
  from one system to the other can be found at 
  www.cortexsystemrpg.org. 
   
  This book grew out of a desire to more fully 
  document the Colonial Military, both seen and 
  unseen, for the RPG.   It owes its existence, not 
  only to the forums created by Floyd C Wesel at 
  www.cortexsystemrpg.org, 
  but 
  also 
  to 
  the 
  considerable 
  input 
  and 
  knowledge 
  of 
  Jan 
  ‘Buscadero’ who helped kick this off with his 
  enthusiasm and ability to derive stats and 
  reference sources at a moments notice. 
   
  Adding to his strengths are those of ‘Selek’ to 
  whom we owe the starship section and, above all, 
  Mark 
  ‘Mhuggies’ 
  who 
  started 
  the 
  actual 
  compilation 
  and, 
  above 
  all, 
  Michael 
  ‘Skygalleons’, who wrote most of the Fleet related 
  section and has stepped in to help me out 
  whenever I’ve asked him to. 
   
  I stepped in, in April 2009, when the project was 
  flagging a bit and possibly gave the book a slightly 
  different perspective in that I gave it a ground 
  based combat force, other than the Colonial 
  Marines, and expanded some of the other 
  sections.   
   
  I hope you enjoy what we’ve put together for you 
  and pass the word along to others to download the 
  ‘Thin Blue Line’.   It’s free.   If you don’t like some 
  sections, then don’t use them. 
   
  Canon or Non
  Canon or Non
  Canon or Non
  Canon or Non----Canon.
  Canon.
  Canon.
  Canon.    
  BSG is about the last survivors of humanity fleeing 
  aboard starships and, quite frankly, we see little of 
  the society that was destroyed and that was all on 
  Caprica.   We know next to nothing about the other 
  11 Colonies. 
   
  Where available canon sources have been used.   
  Many gaps exist so those have been filled in by 
  imagination or, in a few cases, taking a reference 
  from the Original Series and adapting it to the new 
  one.  After all, they did the same in Razor!   I have 
  listened 
  to 
  arguments 
  on 
  both 
  Cortexsystemsrpg.org and Wolfs Shipyard on 
  various topics and these have all added to the way 
  in which this document has moved forward.  I’ve 
  also given you a reason why much of the Colonial 
  Ground Forces were destroyed.  
   
  Kendal [Limerickcot] 
   
   
  
   
  3333
  Colonial Defence Forces Overview 
   
  7 
  Colonial Rank Structure Table 
  9 
  Commissioned Ranks 
  10 
  Enlisted Ranks 
  10 
  Joining the Forces 
  10 
  Colonial Reserve 
  13 
  Effects on Characters 
  14 
  Non Combat Units 
  15 
  Insignia 
  16 
  Awards & Medals 
  17 
  Uniforms 
  19 
  Colonial Fleet 
  21 
  Development of the fleet 
  24 
  Structure of the Fleet 
  24 
  Battlestar Groups 
  25 
  Other Formations 
  26 
  Fleet Strength 
  27 
  Reserve Fleet 
  27 
  Installations 
  27 
  Leaders of the Fleet 
  29 
  Colonial Marine Corps 
  37 
  Corps Organisation 
  38 
  Special Operations 
  39 
  CMC NPC’s 
  41 
  Special Combat Rules 
  42 
  Planetary Defence Network 
  43 
  Air Squadrons 
  44 
  Missile Forces 
  44 
  Maritime Forces 
  44 
  Ground Forces 
  45 
  Sovereign Units 
  45 
  Advanced Colonial Warrior 
  47 
  Colonial Divisional Organisation 
  49 
  Character Effects 
  49 
  Current Deployment 
  50 
  Dispositions 
  52 
  Command Navigation Program 
  54 
  Planetary Forces 
  58 
  Paramilitary Organisations 
  58 
  Colonial Revenue & Customs 
  59 
  Civil Defence 
  60 
  Corps of Commissionaires 
  60 
  Merchant Marine 
  62 
  Colonial Weapons 
  74 
  Weapons Table 
  75 
  Drugs & Alcohol 
  78 
  Colonial Vehicles 
  90 
  Ships of the Colonial Fleet 
  91 
  Aesir 
  93 
  Arvak 
  94 
  Mercury 
  96 
  Minerva 
  97 
  Olympia 
  99 
  Talos 
  100 
  Cygnus 
  102 
  Defender 
  103 
  Aegis 
  105 
  Genesis 
  107 
  Janus 
  109 
  Berzerker 
  111 
  Russan 
  113 
  Vanguard 
  115 
  Storm Front 
  116 
  Mk 1 Viper 
  117 
  Stealth Star 
  118 
  Blackbird 
  119 
  Long Range Shuttle 
  120 
  Atmo Shuttle 
  121 
  Mini Shuttle 
  122 
  Zephyr Class 
  123 
  Veritas Class 
  123 
   
   
  
   
  4444
  Thin blue line 
   
  AN UNOFFICIAL SUPPLEMENT FOR THE  
   
   
  B A T T L E S T A R  
  GALACTICA 
  -- ROLE PLAYING GAME – 
   
  C R E D I T S 
   
  Writers: 
  Kendal Leask [Limerickcot], - Colonial Ground Forces, Uniforms, Weapons & Vehicles, Drugs 
  Jan Hendrik Friedrich [buscadero77] – Colonial Marine Corps, Weapons & Vehicles 
  Michael Chumbler [Skygalleons] – Admiralty, Merchant Marine 
  Mark Hughes [Mhuggies_2000] Awards & Decorations 
  [Selek] – Colonial Ships 
   
   
  Contributors & Illustrators 
  Jim Stevenson, [Selek], Kendal Leask [Limerickcot], [Karpenko], [Destraudo], David Briedis [CanisD], 
  Steve White [SteveW], [AXG423] [Ato], [Wolf6.0], [Destraudo], Eugeny Karpenko, [AC710N87], 
  [Infinity238], [tan.j], [coxxon], [iOSYS!], [Backstep], [Ice-Dragon], Rick Snider, Zoic, [Maxvale 76], 
  [Arnie 100], [Skree], [Jonsey], Charles Oines, Lewis Carroll 
   
   
  Contributory Websites 
  http://cortexsystemrpg.org/ 
  www.wolfsshipyard.mystarship.com 
  http://battlestarwiki.org/ 
  http://www.scifi-meshes.com 
   
  Editing & Layout 
  Kendal Leask 
   
   
   
   
  
   
  5555
  THE TWELVE COLONIES 
   
  Don't let the memory die, 
  Children of the sky, heroes of the free. 
  And as your life passes by,  
  Remember how it feels to be 
  Children of the Sky  
  - THE LAYS OF AURORA 
  
   
  6666
   
  
   
  ---- 7 
   7 
   7 
   7 ----
  TTTTHE 
  HE 
  HE 
  HE CCCCOLONIAL 
  OLONIAL 
  OLONIAL 
  OLONIAL DDDDEFENCE 
  EFENCE 
  EFENCE 
  EFENCE FFFFORCES
  ORCES
  ORCES
  ORCES    
      
  AAAA    BBBBRIEF 
  RIEF 
  RIEF 
  RIEF HHHHISTORY
  ISTORY
  ISTORY
  ISTORY::::    
   
  DEFENDERS OF HUMANITY
  DEFENDERS OF HUMANITY
  DEFENDERS OF HUMANITY
  DEFENDERS OF HUMANITY    
   
  For Millennia the twelve colonies of Kobol lived, 
  and warred, with each other.    Each planet had its 
  own concept for attack and defence.    Some won 
  out over the others, but the conflicts never ended.      
  Their final culmination of military technology was 
  not the development of robots to do their fighting, 
  but rather their ability to give those robots 
  sentience.    Cylons now did the bulk of the 
  fighting.    And then came that fateful day when the 
  Cylons turned on the humans.     Now each of the 
  Colonies had to fight, or die.    In desperation, each 
  Colony gave up its fiercely guarded independence 
  – just to give them a chance to survive against the 
  onslaught.    To combat the Cylons, men, women 
  and children died fighting in the rubble of cities, 
  and the jungles and mountains.    A unified military 
  was created to fight the menace.  And, for the next 
  twelve years, they fought and died.   Slowly, ever 
  so slowly, they retreated in the face of an enemy 
  that never slept, never tired.    Until the enemy, 
  suddenly, declared an armistice, gathered up its 
  troops, and disappeared into the Stars. 
   
  For the last forty years, and the first time in eons, 
  the Colonies have known peace. 
   
  But the fear of, and the threat of, the Cylons, has 
  never gone away.   Knowing just how close they 
  had come to annihilation, the Colonial Government 
  rebuilt its shattered planets.   And prepared for the 
  day when the Cylons might come again.      They 
  would not be caught unprepared again and so the 
  defence of the Colonies was made the first duty of 
  the Colonial Administration.     Inequality has not 
  disappeared.  Nor has the perception of it.    And 
  so each planetary government also prepares for 
  the day when war may once again engulf it. 
   
   
  DDDDEFENCE OF THE 
  EFENCE OF THE 
  EFENCE OF THE 
  EFENCE OF THE CCCCOLONIES
  OLONIES
  OLONIES
  OLONIES....    
   
  To 
  defend 
  the 
  Colonies, 
  the 
  Colonial 
  Administration relies on the Colonial Defence 
  Forces (CDF), a large, unified, military force 
  capable of taking on any foreseen threat.    This 
  may not be enough, and so each planet provides a 
  back up force to the CDF, as well as a self-defence 
  force.   These Sovereign Units are a mix of regular 
  and second-line troops.   Sometimes excellently 
  equipped and trained, sometimes barely trained at 
  all. 
   
  CCCCOLONIAL 
  OLONIAL 
  OLONIAL 
  OLONIAL DDDDEFENCE 
  EFENCE 
  EFENCE 
  EFENCE FFFFORCE
  ORCE
  ORCE
  ORCE.     
   
  In order to carry out its various duties, as defined 
  in the Articles of Colonisation, the CDF is split into 
  three combat arms: 
   
  Fleet
  Fleet
  Fleet
  Fleet:    Made up of approximately 1.7 million 
  personnel, the Fleets duties are to provide forward 
  defence in space, local protection for civilian traffic, 
  orbital defence, search and rescue, aid the civilian 
  government and to take the fight to the enemy, 
  away from each colonies biosphere. 
   
  Marines
  Marines
  Marines
  Marines:   Currently consisting of about 250,000 
  men and women.    The Colonial Marines form the 
  core of the Colonies ability to Rapidly Deploy 
  forces where-ever needed – especially in support 
  of Government objectives or where local issues 
  could cause a conflict.      
   
  Planetary Defence Forces
  Planetary Defence Forces
  Planetary Defence Forces
  Planetary Defence Forces:    When Fleet can’t 
  stop the enemy reaching a Colony, then defence 
  rests with the PDF.    Flatfoots, Ground Pounders, 
  Army:  these are the troops who will hold their 
  ground and face the enemy close-up and personal.    
  The PDF includes Strategic Missile Batteries, Air 
  Squadrons, Army and Maritime units, all working 
  through a co-ordinated command structure. 
   
   
  TTTTHE 
  HE 
  HE 
  HE CCCCHAIN OF 
  HAIN OF 
  HAIN OF 
  HAIN OF CCCCOMMAND
  OMMAND
  OMMAND
  OMMAND    
   
  The Chain of Command is an organizational 
  structure designed to ensure good order and 
  maintain the effectiveness of the Colonial Defence 
  Forces.  It specifies the duties and authority of 
  everyone in the Colonial military from the lowliest 
  deckhand to the senior political members of the 
  Presidency. 
   
  The rank structure is divided into two categories: 
  officer and enlisted.  Colonial officers are generally 
  
   
  8888
  college graduates and are granted commissions 
  through the office of the President of the Colonies 
  and the Quorum of the Twelve.  Colonial enlisted 
  men are graduates of a much shorter Enlisted 
  Training Facility or “Boot Camp”.   
   
  An officer or enlisted man’s place in the chain of 
  command is generally - but not specifically 
  determined by his or her rank.  Generally, the 
  higher the rank, the more responsibility and 
  authority the individual in command has.  Even the 
  highest ranking enlisted man is automatically 
  subordinate to the most junior officer. 
      
  President of the Colon
  President of the Colon
  President of the Colon
  President of the Colonies.
  ies.
  ies.
  ies.    
   
  As part of the unification protocols, the President of 
  the Colonies assumes the duties and responsibility 
  of Commander-in-Chief, Colonial Defence Forces.   
  Other than on ceremonial occasions, it is rare for 
  the President to be directly involved with the 
  military.   Instead most of this is directed through 
  the Minister of Defence. 
   
  Minister of Defence
  Minister of Defence
  Minister of Defence
  Minister of Defence    
   
  At the top of the chain of command is the Minister 
  of Defence, answerable directly to the President of 
  the Twelve Colonies.  The Defence Minister is a 
  cabinet-level civilian official responsible for the 
  long-term policy and procurement decisions of the 
  Colonial Military, and the one who fights the 
  appropriations battles with the Quorum of the 
  Twelve.   He heads up the Defence Council. 
   
  The Defence Council is made up of: 
   
  Colonial Minister of Defence 
  Secretary of State for Defence 
  Under-secretary of State for Defence Procurement 
  Under-secretary of State for Colonial Liaison 
  Under-secretary 
  of 
  State 
  for 
  Veteran’s 
  Administration 
  Chief of the Defence Staff 
  Vice-Chief of the Defence Staff 
  Chief of the Fleet 
  Chief of Marine Corps Operations 
  Chief of All Planetary Operations 
  Chief of Defence Procurement 
  Chief of Defence Logistics 
  Chief Scientific Adviser 
  Chief of Civil Defence Operations 
   
      
  Chief of the Defence Sta
  Chief of the Defence Sta
  Chief of the Defence Sta
  Chief of the Defence Staff
  ffff
  ff. (
  . (. (
  . (CDS)
  CDS)
  CDS)
  CDS)    
   
  This is the officer responsible to the Secretary of 
  State for Defence for the co-ordinated effort of all 
  three fighting services.   He has his own Central 
  Staff Organisation and has a Vice-Chief of the 
  Defence Staff who, following the three single 
  service commanders, ranks as number four in the 
  services hierarchy. 
   
  Assisting him in this task are the highest ranking 
  military officer’s from each of the Colonial 
  service’s, Chief of the Fleet, Chief of Marine Corps 
  Operations and Chief of All Planetary Operations.   
  These men answer to the CDS and/or the Minister 
  of Defence on policy issues, and, through him, 
  directly to the President or Quorum on tactical and 
  strategic issues.   
   
  "Campaigns of the Colonial Defence Forces are joint 
  operations.   Fighting any foe requires common frames of 
  reference within which any operation, on land and sea, 
  undersea, and in the air and space are integrated and 
  harmonised." 
   
   
  Chief of the Fleet
  Chief of the Fleet
  Chief of the Fleet
  Chief of the Fleet    
  Chief of Marine Corps Operations
  Chief of Marine Corps Operations
  Chief of Marine Corps Operations
  Chief of Marine Corps Operations    
  Chief of All Planetary Operations
  Chief of All Planetary Operations
  Chief of All Planetary Operations
  Chief of All Planetary Operations    
   
  These three ranks rate 1, 2 & 3 respectively in the 
  military hierarchy, although they are equal in every 
  other respect.   The simple reasoning behind this is 
  that the Fleet was the first arm of the CDF, 
  followed by the Marines and the PDF only followed 
  afterwards. 
   
  From here on down, everyone else fits into the 
  Colonial Rank Structure.    Although this is a 
  comprehensive list of ranks, it does not show the 
  complications arising from different duties and 
  responsibilities.     For instance, a Colonial Fleet 
  Lieutenant in charge of a Wing does not fall under 
  the command of a Captain of a Company in the 
  PDF, unless orders have been given for that type 
  of operation.   Each unit has its own chain of 
  command and will obey that.      Of course, that 
  tends to fly out of the window when the bullets start 
  flying.   That’s when rank truly comes into play. 
   
  What follows is a comprehensive listing of the 
  ranks of all branches of the Colonial Military. 
   
   
  
   
  9999
  Junior Officers are officers of 04 rank and below, 
  Field Officers are ranks 05-07 and flag officers are 
  08 and above. 
   
  Junior Enlisted are ranks E1-E4, NCO’s (Non-
  Commissioned Officers) are ranks E-5 to E-6 and 
  Senior NCO’s (Warrant Officers in the PDF) are E-
  7 and above. 
   
  Officially, officers are to be addressed as “Sir” by 
  all Enlisted and any officers who are of a lower 
  grade than they are. Junior Officers are frequently 
  referred to by both lower and higher ranks as 
  “Mister”; and officers or enlisted are often 
  addressed by their rank instead of name...as in 
  “Colonel, I have the position of that DRADIS 
  contact!” Enlisted men may be referred to by name 
  by other Enlisted men of any rank...though very 
  junior Enlisted rarely address senior NCO’s that 
  Colonial Rank Structure
  Colonial Rank Structure
  Colonial Rank Structure
  Colonial Rank Structure        
  OOOOFFICERS
  FFICERS
  FFICERS
  FFICERS 
  Ranks 
   Fleet 
  Marine
  Marine
  Marine
  Marine    
  PDF 
      
  0-1 
   Ensign (ENS) 
  Lieutenant Junior 
  Grade(LtJG) 
  2nd Lieutenant (Lt)  
  0-2 
   Lieutenant Junior 
  Grade (LTJG) 
  Lieutenant (Lt) 
  Lieutenant (Lt) 
  0-3 
   Lieutenant (LT) 
  Captain (Cpt) 
  Captain (Cpt) 
  0-4 
   Captain (CPT) 
  Major (Maj) 
  Major (Maj) 
  0-5 
   Major (MAJ) 
  Lieutenant Colonel (Lt. Col) 
  Lieutenant Colonel (Lt. Col) 
  0-6 
   Colonel (COL) 
  Colonel (Col) 
  Colonel (Col) 
  0-7 
   Commander (CDR) 
  Brigadier General (BGen) 
  Brigadier (BGen) 
  0-8 
   Rear Admiral (RADM) 
  Major General (MGen) 
  Major General (MGen) 
  0-9 
   Vice Admiral (VADM) 
  Lieutenant General (LtGen) 
  Lieutenant General (LtGen) 
  0-10 
   Admiral (ADM) 
  General (Gen)* 
  General (Gen)* 
  *Note the Marines, PDF and Fleet all have an overall commander for each arm of service which, 
  although at this paygrade, is a political appointment.   These are:   
  Chief of Fleet Operations (CFO) 
  Chief of Marine Corps Operations (CMCO) 
  Chief of All Planetary Operations (CAPO) 
   
  EEEENLISTED
  NLISTED
  NLISTED
  NLISTED 
  Ranks 
   Fleet 
  Marine 
  PDF
  PDF
  PDF
  PDF    
   
  E-1 
   Crewman Recruit 
  (REC) 
  Private (PVT) 
  Recruit (Rec) Private 
  E-2 
   Deckhand (DKH) 
  Private First Class (PFC) 
  Private  
  E-3 
   Senior Deckhand 
  (SDKH) 
  Lance Corporal (LCPL) 
  Lance Corporal (LCPL) 
  E-4 
   Specialist (SPC) 
  Corporal (CPL) 
  Corporal (CPL) 
  E-5 
   Petty Officer Second 
  Class (PO2) 
  Sergeant (SGT) 
  Sergeant (SGT) 
  E-6 
   Petty Officer First 
  Class(PO1) 
  Gunnery Sergeant (GSGT) 
   Staff (SSGT) or Colour 
  Sergeant (CS) 
  E-7 
   Chief Petty Officer 
  (CPO) 
  First Sergeant (1SGT) 
  Company Sergeant-Major 
  (CSM) 
  Warrant Officers
  Warrant Officers
  Warrant Officers
  Warrant Officers    
  E-8 
   Senior Chief Petty 
  Officer (SCPO) 
  Master Sergeant (MSGT) 
  Regimental Quarter-Master 
  Sergeant (RQMS) 
  E-9 
   Master Chief Petty 
  Officer (MCPO) 
  Sergeant Major (SGMAJ) 
  Regimental Sergeant-Major 
  (RSM) 
   
   
  
   
  10
  10
  10
  10
  way. Officers of the same rank may address each 
  other by name, and typically, officers within one 
  rank of each other address each other by name, 
  though this is not “official” policy. 
   
  Lieutenants of either service branch are almost 
  always addressed as “Lieutenant” in place of 
  “Lieutenant JG” or “1st Lieutenant”, unless it’s an 
  official occasion. Likewise, all Admirals and 
  Generals are typically addressed as “Admiral” or 
  “General” and Deckhands of any kind are 
  addressed as “Deckhand.” 
   
  Petty Officers are almost never addressed as 
  such...rather they are usually referred to by the 
  other portion of their rank, such as “2nd Class 
  Dualla is manning the comms” or “Senior Chief 
  Parker is supervising the Viper repairs.” 
   
  Sergeants of any kind may be referred to as 
  “Sergeant” 
  or 
  “Sarge”, 
  but 
  most 
  Gunnery 
  Sergeants will be addressed as “Gunny” or “Guns” 
  and most Sergeant Majors will be addressed as 
  “Sergeant Major.” 
   
         
  Role and Responsibility by Rank
  Role and Responsibility by Rank
  Role and Responsibility by Rank
  Role and Responsibility by Rank    
      
  Commissioned Ranks
  Commissioned Ranks
  Commissioned Ranks
  Commissioned Ranks    
   
  O1 - (Ensigns and Lieutenant Junior Grade) These 
  are essentially “student ranks”.... meaning that 
  they hold no command positions, except in dire 
  circumstances, but tend to be assigned as 
  “assistants” and “junior officer personnel” in 
  various departments assigned to vessels or bases. 
  Examples include: “Assistant Navigation Officer” or 
  “Executive Platoon Officer”, or one of many pilots 
  in a Viper or Raptor Squadron.   2nd Lieutenants 
  are the PDF’s equivalent rank and nominally 
  command a single Section under guidance of an 
  experienced NCO. 
   
  O2 - A slight (but important) step up, this rank is 
  also largely seen as a “student rank” but with some 
  increased responsibilities such as being the 
  “Leader” of a pair or quartet of Vipers (as opposed 
  to the “Wingman”) or as a Platoon Leader in the 
  Marines. 
  On 
  smaller 
  or 
  older 
  vessels 
  or 
  Posts/Bases, 
  they 
  may 
  head 
  non-critical 
  departments.  1st Lieutenants in the PDF are 
  experienced leaders who command Multiple 
  Sections and act as 2ic to Company Commanders. 
   
  O3 - The first of the significant responsibility officer 
  ranks, O3's would be assigned as Flight Leaders in 
  a Squadron (about 4-5 Vipers), Senior Platoon 
  Leaders in a Marine Company, many department 
  heads on Fleet vessels would hold this rank (such 
  as Lt. Gaeta on the Galactica).   PDF Captains 
  command multiple sections or Companies.   The 
  PDF see this as critical rank level, which 
  determines the onwards promotion of any officer.   
   
  O4 - The first of the “command” ranks, O4's hold 
  vital tactical command roles: Squadron Leaders 
  and CAGs of “short” Air Groups, Marine Company 
  Commanders, X.O.’s on Escort and Support 
  vessels, Commanding Officers of small patrol 
  vessels, etc.   PDF Majors command Companies 
  or Battalions and the senior is the 2ic to the 
  Battalion. 
   
  O5 - The first of the “senior” ranks, and the rank 
  where most officers top-out at; Majors hold many 
  vital tactical and strategic roles...such as CAG of a 
  standard “alpha” Air Group, a Marine Corps 
  Battalion Commander or the C.O. of an Escort or 
  Support class vessel, etc.   Lt-Colonel for the PDF 
  is a varied rank and usually gives either command 
  of a Battalion or sees the officer shunted off into a 
  subordinate role. 
   
  O6 - A vitally important rank, this is the rank of 
  Commanding Officers of large Cruiser class 
  vessels, Marine Regiments, X.O.’s on Battlestars, 
  Chiefs of Staff for Flag Officers, etc.    Colonels are 
  the CO of full regiments, although some rise to 
  command Phalanxes before confirmation of rank. 
   
  O7 - Typically seen as the most coveted of 
  Command ranks, these are the Commanding 
  officers of the largest, non-wartime deployed units; 
  Commanding Officer of a Battlestar and its 
  attendant group of ships; and the multi-regiment 
  Marine Expeditionary Forces; these are the last 
  ranks before the “Flag” ranks.   Brigadier-Generals 
  (usually 
  just 
  Brigadiers) 
  command 
  entire 
  Phalanxes of the PDF.    
   
  O8 - The first of the Flag Officer ranks; this was 
  once a desk only rank with command of shipyards, 
  large military bases, and institutions such as 
  academies, Marine “Divisions” which are typically 
  scattered throughout the Colonies, etc., but the 
  introduction of the large Mercury class Battlestar 
  has seen the rank of Rear Admiral utilized for field 
  command of these massive vessels and their 
  support group of vessels; and in the event of war, 
  Marine Major Generals would lead Divisions of 
  troops into battle if needed. (There hasn’t been a 
  
   
  11111111
  Marine formation this large since the Cylon War).    
  The same applies to the Ground Force units. 
   
  O9 - Very few officers hold this rank, these are the 
  “District” and “Department” heads of the entire 
  Colonial Defence Forces, whatever the branch. 
  The Head of Fleet Intelligence for example would 
  be a Vice Admiral, as is the Head of Colonial 
  Marine Corps Ground Forces. These individuals 
  wield enormous power in their respective branches 
  of the military.    
   
  O10 - This is a single individual of each branch of 
  service....the CINC (Commander in Chief) of the 
  Fleet and Commandant of the Colonial Marine 
  Corps. 
   
  Enlisted Ranks
  Enlisted Ranks
  Enlisted Ranks
  Enlisted Ranks    
   
  E1 - Initial Enlisted rank, earned right after passing 
  boot camp; E1's are assigned according to their 
  capabilities as defined by a series of tests, such as 
  Combat Arms, Mechanic, Intel, etc.    PDF 
  personnel are still considered recruits until they 
  have passed their full 26 week training regime and 
  have been posted to their operational unit. 
   
  E2 - Not much different than an E1 except for a 
  slightly 
  higher 
  pay 
  check, 
  E2's are 
  found 
  throughout the Fleet and Marine Corps working 
  similar tasks as E1’s.  For Ground Forces this 
  represents the basic soldier.   Specialisations bring 
  in more pay bonuses. 
   
  E3 - A slight increase in responsibilities falls on 
  E3's, such as being supervisors for small groups of 
  low ranking enlisted personnel, etc.  Lance-
  Corporals are the lowest leaders in combat, and 
  are either specialists or 2ic for a fire-team. 
   
  E4 - This rank is much like that of E3’s, only with 
  even more of an increase in responsibilities, an E4 
  can expect to command a four man Fire Team in a 
  Marine squad or lead a tech team on working on a 
  Viper.  Corporals command fire-teams and the 
  more experience may command entire sections. 
   
  E5 - The first of the NCO ranks, this rank sees the 
  Enlisted man have a significant role in supervision 
  such as leading an 8 man Marine squad or 
  heading a “deck gang” of repair/ordinance techs.   
  PDF Sergeants are responsible for the welfare, 
  equipment and leadership of up to 13 men of a 
  section. 
   
  E6 - Even more responsibility falls on Enlisted men 
  of this rank, these are usually the senior NCOs of a 
  Marine platoon or the head of a tech team on an 
  Escort or Support class ship.  Colour or Staff 
  Sergeants of the PDF will be the senior NCO for 
  anything up to a Company. 
   
  E7 - The first of the senior NCO ranks, Enlisted 
  men of this rank have typically been serving for 
  15+ years and are accorded a great deal of 
  respect for the knowledge they have picked up 
  during their service. They frequently hold many of 
  the coveted positions for senior enlisted men such 
  as head of a deck gang on a Cruiser or Battlestar 
  class vessel, the top enlisted position in a Marine 
  Company, and Head Drill Instructors at Boot Camp 
  classes. 
   
  E8 - Very few enlisted men reach this rank, and 
  they are accorded a great deal of respect. 
  Typically the highest enlisted man in a Marine 
  Battalion, the top enlisted person on a Battlestar or 
  Base Station and other similar positions go to 
  those holding this rank. 
   
  E9 - The handful of individuals who hold this rank 
  are held in the highest regard by Officers and 
  enlisted both, as their experience is invaluable in 
  ensuring that military operations continue to 
  happen the way they are designed to. These few 
  are scattered throughout the Fleet and Marine 
  Corps, cropping up as the senior enlisted man in 
  an entire BSG or Marine Regiment or at a Base.  
  Regimental Sergeant Majors will be responsible for 
  the logistical support for up to an entire regiment.  
  Given the larger size of the PDF, there are a lot 
  more of them than in the Fleet or Marine Corps. 
   
  JJJJOINING 
  OINING 
  OINING 
  OINING TTTTHE 
  HE 
  HE 
  HE FFFFORCES
  ORCES
  ORCES
  ORCES    
   
  No matter which branch of the Colonial Defence 
  Forces you join, it usually starts in the same way – 
  a visit to your local Recruiting Office.  Recruits are 
  between 16 and 25 years of age.  They have to 
  pass a Colonial Examination (Forces) or CEF and 
  meet a preliminary physical test.   Those that pass 
  get moved on to a Recruitment Centre for three 
  days, where further assessments and aptitudes 
  are carried out to match the Recruit to the correct 
  branch of service and, if possible, any preference 
  he has in the service. 
  Colonial enlisted men serve enlisted terms 
  between two and six years in length.  Once 
  inducted into Colonial service, they are subjected 
  to a strenuous orientation at an enlisted training 
  
   
  12
  12
  12
  12
  centre, (Phase I) also known as “Boot Camp”.   
  This will last for 10 weeks. 
      
  During boot camp, the recruit learns basic military 
  skills, regimentation, and procedures, and learns to 
  follow orders and function as members of a team.  
  Physical and mental tests are designed to weed 
  out those who lack the physical and mental 
  strength to respond well in crisis and under the 
  strain of combat, and to build confidence both in 
  oneself and one’s comrades. 
      
  Following boot camp, newly graduated enlisted 
  men are sent for further training at “A” schools, 
  where they learn to specialize in specific career 
  fields and receive the technical skills necessary to 
  fulfil their position.  The length of this part of their 
  training depends entirely on their specialisation.   
  For instance, all enlisted PDF personnel, have to fit 
  in an additional 3 week ground combat course (all 
  PDF are considered ‘Combat Riflemen’ first, no 
  matter what area they specialise for). 
      
  Junior enlisted men are the grunts.  They've 
  learned to do specific jobs and tasks.  Generally, 
  they haul the lines, turn the wrenches, lift the 
  barge, and tote the bale. If they show talent, 
  dedication, and attention to detail, they are 
  groomed to become the next generation of non-
  commissioned 
  officers. 
   
  If 
  they're 
  lazy, 
  incompetent, or just plain stupid - they get the crap 
  details that the NCO uses as punishment and 
  motivation.   Junior enlisted men have little real 
  autonomy, but they are the lifeblood of the military 
  - they’re the boots on the deck who get the job 
  done. 
      
  Petty Officers and non-commissioned officers are 
  enlisted men who’ve achieved a degree of 
  professional expertise and seniority.  Generally, 
  they are career professionals on their second or 
  later tour of duty.   
   
  Good officers tend to lean heavily on their NCO’s 
  for advice and technical expertise.   They are the 
  keepers of the military’s institutional memory and 
  are the backbone of their division and department.  
  They are the keepers of the technical expertise, 
  leadership methods, and traditions of the Fleet - 
  usually learned through years of dedicated service.  
  In addition to the technical requirements of their 
  jobs, they are responsible for passing on those 
  hard learned lessons to officers and enlisted men 
  alike. 
  They, 
  more 
  than 
  anyone 
  else, 
  are 
  responsible for moulding the next generation of 
  Military leaders. 
   
  Senior NCO’s, no matter the branch of service, can 
  carry more weight than junior officers.   The best of 
  these NCO’s are made Warrant Officers and, as 
  such, can far more influence and actual power 
  than an officer.   These ‘Officers’ carry out most of 
  the basic administration that keeps the services 
  running. 
   
  Colonial Fleet Officers
  Colonial Fleet Officers
  Colonial Fleet Officers
  Colonial Fleet Officers    
      
  Colonial Fleet officers are graduates of higher 
  education, usually the equivalent of four year 
  degrees.  All receive the same basic education in 
  military skills, science, and philosophy, and then 
  proceed to either flight school or technical training 
  before being assigned to their service.    
      
  The crown jewel of Colonial military leadership is 
  considered to be the Colonial Fleet Academy on 
  Picon.  Having passed and surpassed rigorous 
  entry standards and won one of a handful of 
  extremely coveted slots, cadet officers begin a 
  tough four year regimen learning military science, 
  discipline, and leadership at the hands of previous 
  generations of officers and enlisted men.  Two 
  thousand years of military knowledge, tradition, 
  and history are distilled into four years of growing 
  and learning, resulting in a superlative military 
  officer, fiercely determined and loyal to the 
  Colonial cause.   
      
  The bulk of Colonial officers graduate Colonial 
  Reserve 
  Officer 
  Training 
  Corps 
  seeded 
  at 
  institutes of higher learning throughout the Twelve 
  Colonies.  One of the most prestigious of these is 
  the San Simeon Academy on Picon.  San 
  Simeon’s primary claim to fame is the ability to 
  train cadet officers and pilots under “real time” 
  conditions, thanks to the presence of the 
  decommissioned Battlestar Aurora which the 
  Academy maintains in geosynchronous orbit above 
  the shore facility.  Few other facilities have the time 
  and resources to maintain so sizeable an asset. 
      
  While officer cadets at schools such as San 
  Simeon receive the same basic education as their 
  counterparts at the Colonial Fleet Academy, their 
  matriculation lacks the same intensity and prestige.  
  There 
  are 
  frequent 
  (and 
  perhaps 
  justified) 
  complaints of subtle prejudice between those with 
  an Academy ring and those who earned their 
  commissions somewhere else. 
   
      
  
   
  13
  13
  13
  13
  CCCCOLONIAL 
  OLONIAL 
  OLONIAL 
  OLONIAL RRRRESERVE 
  ESERVE 
  ESERVE 
  ESERVE CCCCOMPONENT
  OMPONENT
  OMPONENT
  OMPONENT    
  "The Fleet gave me four years of college; I gave 
  them four years in return – feels like a fair deal." – 
  Lee `Apollo' Adama.  
   
  Once the savage fighting of the Cylon War wound 
  down and the newly allied colonies had time to 
  assess the lessons learned from the fighting, the 
  need for a means to rapidly reinforce the front line 
  units of the Colonial Fleet and Ground Forces was 
  immediately recognized. Although the Colonial 
  Fleet is extremely powerful, and the Planetary 
  Defence Force can hold up any immediate attack, 
  the Colonial Forces Reserve's are the key to 
  operations for all of the Services. The losses to 
  personnel, armour, ships, and material in the 
  modern high intensity combat of the Cylon War 
  were such that, without reserves, no branch of the 
  Colonial military would be capable of maintaining 
  operations over an extended length of time. 
   
  Organization
  Organization
  Organization
  Organization    
  The Reserve Component, or RC, is comprised of 
  two branches, the Colonial Reserves and the 
  Colonial Militia. The difference between the two is 
  confusing from a civilian’s point of view, but within 
  the military itself, there are very clear delineations 
  of responsibilities. 
   
  Colonial Reserves
  Colonial Reserves
  Colonial Reserves
  Colonial Reserves    
  The primary function of the Reserves is to provide 
  a trained pool of replacement personnel, to man 
  ships of the Reserve Fleet to supplement Fleet 
  operations in time of war and to provide immediate 
  combat support to active units of the Planetary 
  Defence Forces. 
   
  There are two parts to the Reserves.     
   
  Colonial 
  Colonial 
  Colonial 
  Colonial Reserv
  Reserv
  Reserv
  Reserve personnel.
  e personnel.
  e personnel.
  e personnel.    
  These men go through the same training as their 
  active duty counterparts, but once they have 
  completed their training, they return to their home 
  planet and attend Battle Drill (BD) one weekend a 
  month and serve a two week Annual Training (AT) 
  once a year. This minimal provides the Reservists 
  with an additional source of income and provides 
  them with the training necessary to maintain their 
  proficiency in their Military Occupational Specialty 
  (MOS).   Most of these personnel belong to units 
  attached to the Planetary Defence Forces, 
  although one Marine Division is made up of these 
  Reserves. 
   
  Active 
  Active 
  Active 
  Active Reser
  Reser
  Reser
  Reserve 
  ve 
  ve 
  ve personnel.
  personnel.
  personnel.
  personnel.    
  One of the most important tenets of the Colonial 
  military is that they make no distinction between its 
  reservists and its career forces. A reservist (of 
  whatever 
  type) 
  will 
  be 
  assigned 
  a 
  post 
  commensurate with their skills and abilities. 
  Obviously, only long term reservists are normally 
  posted to long term assignments. To achieve the 
  back up of manpower required, the Colonial 
  Defence Forces have devised a number of ways to 
  both attract people into the CDF and to retain their 
  skills. 
   
  The CDF needs many people and entices many of 
  them 
  with free scholarships to 
  college 
  or 
  University. They pay the way through further or 
  higher education and the student joins the Officer 
  Training Corp of the establishment. Once he 
  graduates (or not), the CDF have him for the same 
  period of time. College graduates usually join for 
  four years, University graduates for six or more 
  (flight training adds an additional two years to the 
  length of service). In this way, a flow of graduate 
  students are always making their way into the fleet, 
  providing a way for the CDF to compete with 
  private industry for getting good brains into the 
  Fleet. Even failed students are still held to their 
  commitments. They will not, though, be officers but 
  rather enlisted. 
    
  Joining the 
  Joining the 
  Joining the 
  Joining the CDF 
  CDF 
  CDF 
  CDF from 
  from 
  from 
  from the Reserves
  the Reserves
  the Reserves
  the Reserves    
  Any Reservist can request to transfer to the 
  Regulars, known as ‘Going active’ simply by 
  making an administrative request HARD (11) 
  Intelligence + Influence / Administration. Another 
  option for a Reservist to gain Fleet experience is to 
  request a mobilization. This is also a simple 
  administrative action that typically lasts for a one 
  year tour of duty before the Reservist returns to 
  reserve status AVERAGE (7) Intelligence + 
  Influence / Administration.  
   
  Leaving the Fleet for the Reserves
  Leaving the Fleet for the Reserves
  Leaving the Fleet for the Reserves
  Leaving the Fleet for the Reserves    
  Once a person leaves the CDF, no matter what 
  their status before hand, they are kept on Reserve. 
  There are a number of different categories for this. 
    
  Inactive Reserve List
  Inactive Reserve List
  Inactive Reserve List
  Inactive Reserve List: for 10 years after leaving 
  the Active arms, the soldier is subject to immediate 
  recall to the CDF. They are required to attend one 
  week of training at their local reserve depot once a 
  year to maintain/update their administrative and 
  medical status.   
    
  Disabled Reserve List:
  Disabled Reserve List:
  Disabled Reserve List:
  Disabled Reserve List: Although many people 
  are discharged unfit for regular duty, they may be 
  retained on the Disabled Reserve List. In this case 
  
   
  14
  14
  14
  14
  they are monitored and those that can hold down 
  some position are retrained for those posts. 
  Normally 
  they 
  are 
  trained 
  up 
  to 
  occupy 
  administration and depot posts where, in case of 
  emergency, they can release or supplement active 
  members of the forces. 
   
  Emergency Reserve:
  Emergency Reserve:
  Emergency Reserve:
  Emergency Reserve: All former members of the 
  CDF, not on the two above lists, are covered by 
  this list. It would normally only be activated in times 
  of direst need. 
   
  Reserve Officer Training Cadet 
  Reserve Officer Training Cadet 
  Reserve Officer Training Cadet 
  Reserve Officer Training Cadet     
  Another route to the CDF is to become a Reserve 
  Officer Training Cadet (ROTC), which is offered at 
  many universities local to each Colony. Cadets join 
  at a young age and most will on graduation join the 
  Colony’s own military (called Sovereign Units by 
  the Colonial Military); while a limited number will 
  move directly into the CDF as junior officers. 
  Regular trips for Cadets are arranged on board 
  Fleet ships and participation in ground exercises 
  gives them an idea of what life in the CDF can be 
  like. 
    
   
  EEEEFFECTS 
  FFECTS 
  FFECTS 
  FFECTS ON 
  ON 
  ON 
  ON CCCCHARACTERS
  HARACTERS
  HARACTERS
  HARACTERS    
   
  Reservists
  Reservists
  Reservists
  Reservists: : : :  
  A reservist character should have one extra d6 skill 
  in a non-combat area to represent their return to 
  civilian life. None of their military skills may be 
  increased. 
    
  Disabled Reserve:
  Disabled Reserve:
  Disabled Reserve:
  Disabled Reserve:    
  Disabled characters should have their skills 
  adjusted based on their `impairment'. It is assumed 
  that these characters are only mildly affected by 
  their disability (they could have been discharged 
  due to stress, be confined to a wheelchair, require 
  walking sticks etc).  
    
  Physical impairment: reduce all movement based 
  skills by two skill steps, and acquires a relevant 
  trait to explain the disability. Hand-eye co-
  ordination is unaffected. 
   
  Mental impairment: either reduce all hand-eye co-
  ordination or all knowledge skills by two skill steps. 
  Select an appropriate trait to explain the disability. 
   
  In both cases a new skill that does not fit into the 
  impairment category can be acquired or increased. 
  For each old skill that was affected, gain a d2 to 
  add to an unaffected skill. 
    
  For instance, a Fleet Lieutenant (Reserve) is 
  disabled due to a knee injury. He takes a d4 
  reduction on three different piloting skills and 
  actually reduces his basic piloting skill to d4 (not 
  normally possible). He acquires the trait `slow 
  mover' and can acquire up to d8 in a new skill and 
  chooses `Scientific Knowledged6/Life Sciences 
  d8'. GMs must approve any changes made under 
  this rule. 
    
  Emergency Reserve
  Emergency Reserve
  Emergency Reserve
  Emergency Reserve    
  These characters have had little to no training 
  since leaving the reserves. Apply the new trait 
  `Rusty' as a penalty to any combat related skills 
  (and to any that the background does not cover in 
  some way) based on the number of years since 
  the character served. 10 years = d2, 15 years = 
  d4, 20 or more years = d6. However, you have 
  acquired a d2 increase/new skill (non combat) for 
  every two skills affected in this way to represent 
  outside jobs that the character has been doing 
  since leaving the CDF.  
   
  Cadet Force
  Cadet Force
  Cadet Force
  Cadet Force    
  Create a regular character and apply the new trait 
  `Wet Behind the Ears' as follows. If 15 (or under) 
  = d6 penalty, 16 = d4 penalty, 17= d2 penalty.  
   
  Wet Behind the Ears [d2
  Wet Behind the Ears [d2
  Wet Behind the Ears [d2
  Wet Behind the Ears [d2----d6]
  d6]
  d6]
  d6]    
  You are caught between being an adult and a 
  child. Penalties are similar to Youthful, but to a 
  lesser extent as you get closer to 18. At 15 you 
  have the full Youthful penalty of base movement 
  reduced by five feet, 2 less total Life Points, and 
  adding this Trait die to all Difficulties of Endurance 
  (Vitality +Willpower) rolls. At 16 this is reduced to 
  base movement reduced by five feet, 2 less total 
  Life Points and at 17, your only penalty is 2 less 
  total Life Points. 
   
  Rusty [d2
  Rusty [d2
  Rusty [d2
  Rusty [d2----d6]
  d6]
  d6]
  d6]    
  While you once may have been good, it’s been to 
  long since you had any reason to try. You’ve been 
  out of the service for at least 10 years and you 
  suffer a penalty to all combat skills of d2. At 15 
  years the penalty increases to d4 and 20 years the 
  penalty is d6 
   
      
  NNNNON
  ON
  ON
  ON----CCCCOMBAT 
  OMBAT 
  OMBAT 
  OMBAT UUUUNITS
  NITS
  NITS
  NITS    
   
  It is impossible to mention every unit that exists 
  within the Colonial Military.   The following units 
  and personnel do, however, represent a cross 
  
   
  15
  15
  15
  15
  section of those people, whom most people will 
  have heard, or dealt with directly. 
   
  Colonial Fleet Office of Special Investigation
  Colonial Fleet Office of Special Investigation
  Colonial Fleet Office of Special Investigation
  Colonial Fleet Office of Special Investigation 
  (CFOSI or OSI for short) is an in-the-field 
  investigative law enforcement agency of the Fleet.   
  OSI is responsible for indentifying, investigating 
  and taking the steps to neutralise criminal, terrorist 
  and espionage activities within the Colonial Fleet 
  and Marines.    
   
  Joint Investigation Bureau
  Joint Investigation Bureau
  Joint Investigation Bureau
  Joint Investigation Bureau [JIB] co-ordinates 
  with, and operates alongside the OSI but is 
  responsible for investigating activities of the 
  Planetary Defence Forces and the associated 
  Sovereign and other combat units belonging to the 
  individual planetary governments. 
   
  The 
  civilian 
  counterpart 
  is 
  the Colonial 
  Colonial 
  Colonial 
  Colonial 
  Investigation Bureau [CIB
  Investigation Bureau [CIB
  Investigation Bureau [CIB
  Investigation Bureau [CIB] which includes inter-
  colonial specialists on local & colonial law, 
  customs & Excise etc. 
   
  All of these bodies are over sighted by the Colonial 
  Government 
  through 
  the Colonial 
  Law 
  Colonial 
  Law 
  Colonial 
  Law 
  Colonial 
  Law 
  Enforcement Operations Ministry [CLEO
  Enforcement Operations Ministry [CLEO
  Enforcement Operations Ministry [CLEO
  Enforcement Operations Ministry [CLEO], a 
  mainly civilian 
  body. 
   Any complaints will 
  eventually make their way here.     
   
  CATS [Covert Activity Track
  CATS [Covert Activity Track
  CATS [Covert Activity Track
  CATS [Covert Activity Tracking Section
  ing Section
  ing Section
  ing Section] CATS 
  are undercover agents and this generic term is 
  applied whether the agent is military or civilian.     
   
  Other points of contact are: 
   
  Joint Legal Services [JLS]
  Joint Legal Services [JLS]
  Joint Legal Services [JLS]
  Joint Legal Services [JLS] who provide legal 
  services 
  and 
  representation 
  to 
  all 
  military 
  personnel and dependents at all levels.    There 
  are a small number of these on each ship in the 
  fleet.    Enlisted personnel provide basic legal 
  advice, forms and links to higher ranked solicitors 
  and barristers. 
   
  Colonial Military Police [CMP]
  Colonial Military Police [CMP]
  Colonial Military Police [CMP]
  Colonial Military Police [CMP] - the guys on the 
  ground, a mix of SP & MP but a unified service.  
  Once again, each installation or unit above 
  company level has a small number of these 
  personnel as these are the guys who feed 
  information to the JIB and CFISO.   CMP usually 
  belong to a specific, but dispersed, company. 
   
   
  Not quite in the same area are some of the other 
  back up units, few of whom are mentioned but 
  must 
  obviously 
  be 
  there 
  somewhere: 
   
  JPPS 
  JPPS 
  JPPS 
  JPPS ---- Joint Pay and Personnel Services
   Joint Pay and Personnel Services
   Joint Pay and Personnel Services
   Joint Pay and Personnel Services - 
  pensions, pay, allowances, quarters, leave, travel 
  warrants, and all of the rest of the things you need 
  in the military.    Trained to the same level as many 
  other specialists (usually in communication or 
  damage control in the fleet and riflemen in the 
  PDF) these guys will fight alongside the rest of 
  their unit during battle, and then go back to 
  punching in those requests and query's afterwards. 
   
  JLog 
  JLog 
  JLog 
  JLog ---- Joint Logistic Command
   Joint Logistic Command
   Joint Logistic Command
   Joint Logistic Command - usually 
  working from the same offices as the JPPS on 
  board ship, these few people are those who gather 
  the authorised defect lists, process them, help 
  maintain stock levels in the armoury’s and stores 
  bins. 
   
  JMS or JMed 
  JMS or JMed 
  JMS or JMed 
  JMS or JMed ---- Joint Medical Services
   Joint Medical Services
   Joint Medical Services
   Joint Medical Services - as with 
  JLS, this is a cross colonial branch, charged with 
  ensuring the correct level of medical cover is 
  provided across all units of the Colonial Military. 
   
  Chapla
  Chapla
  Chapla
  Chaplaincy
  incy
  incy
  incy::::  Not every unit in the services has a 
  chaplain or priest but most large bases or ships 
  may have one aboard.   The men and women of 
  the faith serve a critical purpose in helping to deal 
  with the many problems suffered by the crew and 
  officers of the CDF.   They are combat trained, but 
  it is up to their personal beliefs as to whether they 
  will pick up a gun and fight.  Instead, many attach 
  themselves to a medical unit during a firefight. 
   
  
   
  16
  16
  16
  16
  IIIINSIGNIA
  NSIGNIA
  NSIGNIA
  NSIGNIA    
   
   
  Regardless of the branch of service you service 
  with, there is one unified insignia structure across 
  the whole of the CDF.     This means that you can 
  always identify the rank of the individual, even if 
  they are not in their normal operating environment. 
   
  Normally, the following insignia are worn as double 
  collar tabs on duty and dress uniforms.   In 
  addition, Warrant Officers wear an embroidered 
  insignia on their sleeves.  The colour of piping for 
  officers tunics is also shown on the outside edge of 
  the following badges. 
   
  In addition, the left shoulder of any uniform fields a 
  patch (normally round but other shapes are 
  possible) which shows the wearers unit.  A fleet 
  patch normally gives the Ship Name and/or the 
  Group they belong to.   A Division will usually have 
  its own insignia and a lesser unit designation under 
  that. 
   
  Combat duties are another matter.   Wearing 
  insignia under those conditions is an invitation to 
  being singled out.  To avoid this, a single, cloth, 
  tab is worn on combat dress, and an embroidered 
  rank badge, in muted outline, is worn on it. 
   
   
  Admiral 
  General (Marine) 
  General (Planetary 
  Defence Force) 
   
  Vice-Admiral 
  Lt-General (Marine) 
  Lt-General (PDF) 
   
   
   
  Rear-Admiral 
  Major-General (Marine) 
  Major-General (PDF) 
   
  Commander 
  Brigadier-General 
  (Marine) 
  Brigadier (PDF) 
   
  Colonel 
  Colonel (Marine) 
  Colonel (PDF) 
  Major (Fleet) 
  Lt Colonel (Marine) 
  Lt Colonel (PDF) 
   
  Captain (Fleet) 
  Major (Marine) 
  Major (PDF) 
  Lieutenant (Fleet) 
  Captain (Marine) 
  Captain (PDF) 
  
   
  17
  17
  17
  17
   
  Ensign (Fleet) 
  Lieutenant Junior Grade 
  2nd Lieutenant (PDF) 
   
  Uniform Clasp 
   
  Warrant Officer I 
  Master Chief Petty Officer 
  Sergeant Major (Marine) 
  Regimental Sergeant-
  Major (PDF) 
   
  Warrant Officer II 
  Senior Chief Petty 
  Officer 
  Master Sergeant 
  Regimental Quarter-
  Master Sergeant 
   
  Chief Petty Officer 
  First Sergeant (Marine) 
  Company  
  Sergeant-Major (PDF) 
   
  Petty Officer 1st Class 
  Gunnery Sergeant 
  Staff or  
  Colour 
  Sergeant 
  (PDF) 
   
  Petty Officer 2nd Class 
  Sergeant  
  (Marine & PDF) 
   
  Specialist (Fleet) 
  Corporal  
  (Marine & Fleet) 
   
  Senior Deckhand 
  Lance Corporal  
  (Marine & PDF) 
   
  Deckhand (Fleet) 
  Private First Class 
  Private (PDF) 
   
  Crewman Recruit 
  Private 
  Recruit Private (PDF) 
   
   
  Colonial 
  Defence 
  Force 
  Shoulder 
  Patch 
   
      
  AAAAWARDS AND 
  WARDS AND 
  WARDS AND 
  WARDS AND M
  M
  M
  MEDALS OF THE 
  EDALS OF THE 
  EDALS OF THE 
  EDALS OF THE CCCCOLONIAL 
  OLONIAL 
  OLONIAL 
  OLONIAL 
  M
  M
  M
  MILITARY
  ILITARY
  ILITARY
  ILITARY    
   
  What follows is a list of many of the awards and 
  medals that are issued to military personnel for 
  meritorious service along with an explanation of 
  what the award is generally given for. As GM feel 
  free to modify these to fit whatever style campaign 
  you are running. 
   
  1. Junior and Senior Pilot Wings
  1. Junior and Senior Pilot Wings
  1. Junior and Senior Pilot Wings
  1. Junior and Senior Pilot Wings - These wings 
  are awarded to pilots based upon their rank and 
  
   
  18
  18
  18
  18
  their completion of flight school/training.  They 
  apply not only to small craft pilots but also to 
  Space Craft pilots as well.   
   
   
   
  2. Star of Kobol
  2. Star of Kobol
  2. Star of Kobol
  2. Star of Kobol - This award is presented to 
  military personnel to denote their years in service. 
  For 5 year s of service the bronze star of Kobol is 
  awarded, for 10 years of service the silver is 
  awarded and for 20 or more the gold is awarded. 
   
   
   
  3. Hero of Kobol
  3. Hero of Kobol
  3. Hero of Kobol
  3. Hero of Kobol - Usually awarded for heroism 
  not involving actual conflict with an enemy. 
  Typically, it is awarded for actions involving the risk 
  of one’s own life. 
   
   
   
   
  4. The Arrow of Apollo
  4. The Arrow of Apollo
  4. The Arrow of Apollo
  4. The Arrow of Apollo - Awarded to any 
  member of the Colonial military who distinguishes 
  himself/herself in action by extraordinary heroism. 
  The act must be performed in the presence of 
  great danger or at great personal risk and must be 
  performed in such a manner as to render the 
  individual highly conspicuous among others of 
  equal grade, rate, experience, or position of 
  responsibility. 
   
   
   
  5. Colonial Achievement Medal
  5. Colonial Achievement Medal
  5. Colonial Achievement Medal
  5. Colonial Achievement Medal - This medal is 
  awarded for meritorious service in either combat or 
  noncombat based on sustained performance or 
  specific achievement of a superlative nature. There 
  are three types of this award a bronze is worn to 
  denote 1 achievement medal, a silver is worn to 
  denote between 2 and 4 achievement medals, and 
  gold is worn to denote 5 or more achievement 
  medals 
   
   
   
  . 
   
  6. Colonial Gold Star
  6. Colonial Gold Star
  6. Colonial Gold Star
  6. Colonial Gold Star - This medal is awarded for 
  gallantry in action against an enemy of the Twelve 
  Colonies of Kobol. 
   
   
   
  7. Distinguished Service Order:
  7. Distinguished Service Order:
  7. Distinguished Service Order:
  7. Distinguished Service Order:  This medal is 
  normally awarded to enlisted personnel who have 
  distinguished themselves against overwhelming 
  odds in ground combat..  
   
   
  8. 
  8. 
  8. 
  8. Weapons School
  Weapons School
  Weapons School
  Weapons School Graduate
   Graduate
   Graduate
   Graduate:  Awarded to the 
  top graduates from the Colonial Viper Weapons 
  School 
   
   
  
   
  19
  19
  19
  19
  9.
  9.
  9.
  9.. Medal of Distincti
  . Medal of Distincti
  . Medal of Distincti
  . Medal of Distinction
  on
  on
  on - A prestigious award, it 
  is awarded for, among other heroic reasons, long 
  years of distinguished service. 
   
   
   
  10.
  10.
  10.
  10. Medal of Valor 
   Medal of Valor 
   Medal of Valor 
   Medal of Valor - One of the highest Colonial 
  combat decorations. Awarded for gallantry and 
  intrepidity at the risk of ones life above and beyond 
  the call of duty while in engaged in an action 
  against an enemy of the Twelve Colonies of Kobol. 
   
   
   
   
  UUUUNIFORMS
  NIFORMS
  NIFORMS
  NIFORMS    
   
  All of the Colonial Defence Forces have the same 
  uniforms, modified by their arm, branch of service 
  and the duty they are performing. 
   
  Dr
  Dr
  Dr
  Dress Gray
  ess Gray
  ess Gray
  ess Gray’s
  ’s’s
  ’s::::  This tunic and trouser grey/brown 
  uniform is a derivation of the ‘khaki’ colour worn by 
  many of the military forces before unification.  A 
  Sash, with any awards and decorations is worn 
  from the left shoulder to the right hip.  Senior 
  officers wear a lanyard based on their seniority.      
  Ground Forces (including Marines) Officers wear a 
  cap when outside.  A typical Colonial dress gray 
  uniform is worn with a sash that is adorned with 
  the medals and decorations earned by that 
  individual. It is typically held to the shirt with a tunic 
  clasp that corresponds to the fleet or unit 
  designation (see picture). A coloured shoulder cord 
  is also generally worn with the dress gray’s the 
  colour of the cord is determined by the rank and 
  position of the wearer. 
   
   
  Duty Blue’s
  Duty Blue’s
  Duty Blue’s
  Duty Blue’s: the standard colour uniform for all 
  Officers.   Rank is determined by insignia and by 
  the colour of piping on the cuffs edging.   Flight 
  wings are worn on the breast and, in the case of 
  
   
  20
  20
  20
  20
  Senior Admirals, decorations, usually only found 
  on the ceremonial sash, are also worn, together 
  with a thick gold piping edge to their uniform.  
  Ground Force Officers add a hat and coat to the 
  uniform.   There is an enlisted version of this 
  uniform, wearable on formal occasions.  In such 
  cases white gloves are added to the uniform.   A 
  patch on the shoulder normally indicates the 
  base/ship/unit that the wearer is attached to.  
   
  Duty 
  Duty 
  Duty 
  Duty Fatigues’
  Fatigues’
  Fatigues’
  Fatigues’:  Non-commissioned Officers and 
  enlisted 
  personnel 
  wear 
  standard 
  ‘undress’ 
  fatigues in plain, olive green on nearly all 
  occasions.   Officers carrying out any physical 
  duties (including medical) will wear fatigues as 
  well.  Warrant officers sometimes wear tan 
  versions.  
   
  Deck
  Deck
  Deck
  Deckhand
  hand
  hand
  hand    Jump
  Jump
  Jump
  JumpSuits
  Suits
  Suits
  Suits:   In the navy, deck flight 
  crews wear bright ‘Jump Suits’ which allow the 
  other users on deck to readily identify the type of 
  crew dealing with each task – a vital necessity in a 
  noisy environment.    Some of the suits are similar 
  to flight suits in that they are fire retardant and can 
  be used for short periods in a vacuum. 
   
  Flight 
  Flight 
  Flight 
  Flight Suits
  Suits
  Suits
  Suits:    These suits are designed to cope 
  with the pressures of combat in vacuum conditions 
  and under considerable pressures generated in 
  high speed combat.   A chronometer and O2 
  readout monitor is available on one of the wrists 
  and the suit has attachments for boots, gauntlets 
  and helmet.   The left shoulder normally has a 
  shoulder patch showing the users home ship (or 
  establishment), with an arm pocket underneath.  
  The right shoulder has a white patch stating 
  ‘Raptor’ or ‘Viper’ (or other as the case may be) for 
  reservists and a unit patch for other officers.  A 
  pocket is found on either leg, although the normal 
  pistol strap restricts access to the right handed 
  one.    Another pocket next to this holds a small 
  medical kit and there is an ankle pocket as well.     
   
  Combat Uniforms: Ground
  Combat Uniforms: Ground
  Combat Uniforms: Ground
  Combat Uniforms: Ground.   Many officers and 
  enlisted personnel operating on a planets surface 
  adopt a camouflaged uniform jacket and trousers, 
  dependant on the environment they are operating 
  in.   Rank insignia is shown on a strip mounted on 
  the chest in muted colours.    Ballistic vests and 
  other webbing is usually worn. 
   
  Combat Uniforms:  Black
  Combat Uniforms:  Black
  Combat Uniforms:  Black
  Combat Uniforms:  Black.   The Colonial 
  Marines have a close combat uniform consisting of 
  olive green with black armour and webbing.   The 
  intimidating look of this gives them an edge in the 
  small scale fire fights they are tasked to.   The 
  colours present a remarkable blending ability in the 
  confines of a ship. 
   
   
   
   
   
   
   
   
   
   
   
  
   
  21
  21
  21
  21
  TTTTHE 
  HE 
  HE 
  HE CCCCOLONIAL 
  OLONIAL 
  OLONIAL 
  OLONIAL FFFFLEET
  LEET
  LEET
  LEET    
   
  
   
  22
  22
  22
  22    
  Out from the deserts of darkness and dreams,  
  Out though the oceans of sadness we sailed. 
  Venturing onwards through mystical scenes,  
  Blown on the wind of the whim that prevailed. 
  We had no reason to doubt the proof,  
  Fleeing from danger and discontent,  
  To the dreams of truth. 
  - 
  THE LAYS OF AURORA 
   
  Forty years after the end of the Cylon War, the 
  Colonial Fleet consists of a standing fleet of over 
  three thousand FTL capable starships, operated 
  and run by nearly two million officers and men. 
   
  The Colonial Fleet has its origins in the Articles of 
  Colonization, signed by the Twelve Colonies at the 
  outbreak of the Cylon War.  The human armed 
  forces, across the Colonies, were divided by 
  internal dissension, old rivalries, and procedural 
  differences.  Each Colony had its own procedures, 
  strategies, and ideas about how to fight the war, 
  and the inability to cooperate effectively led to 
  number’s of Cylon victories and deaths numbering 
  in the hundreds of thousands.   Realizing that they 
  could not defeat the Cylons separately, the leaders 
  of the Twelve Colonies decided to unify their 
  governments under the Presidency and the 
  Quorum of the Twelve and combine their military 
  forces into a single unified command and control 
  structure. 
   
  Following the war, Picon Fleet Headquarters was 
  established as the central hub of Colonial Fleet 
  military operations, with smaller command centres 
  being built on each of the Twelve Colonies.  In 
  addition, 
  dozens 
  of 
  small 
  Command 
  and 
  Communications 
  stations 
  were 
  established 
  throughout the Cyrannus system to ensure the 
  Fleet activities were well coordinated, supported 
  and supplied. 
   
  The primary construction facilities for the Colonial 
  Fleet lie in orbit over Picon and Leonis.  These 
  massive facilities boast dozens of orbital dry-
  docks, graving yards, workshops, and storage 
  facilities.  While many of the components are 
  manufactured elsewhere and shipped in, these 
  massive facilities are where the pre-built sections 
  become Battlestars.  While the actual construction 
  takes place over Picon and Leonis, smaller repair 
  and service yards exist in orbit around Scorpia, 
  Caprica, and several other Colonies.  These orbital 
  yards provide logistical and technical support for 
  the Fleet, handling the smaller, but vital jobs that 
  don’t need the support of a builder’s yard.   
   
  Given how close the Colonies came to being 
  simply overwhelmed during the Cylon War, the 
  post-War Colonial government took precautions to 
  ensure that the Fleet can fight on even if cut off 
  from the bulk of the Colonies.  Dozens of small, 
  sparsely manned, supply depots are to be found 
  throughout the system as well as in the Colonies’ 
  extra-solar holdings.  The largest of these (and 
  least known outside of the Fleet) is Ragnar Station 
  – a depot designed to meet all the fighting 
  requirements of a fleet.  All of these munitions and 
  supply depots are designed and placed to ensure 
  that the Fleet is able to restock, repair, and fight 
  on, even in the face of an overwhelming Cylon 
  assault.  As the years have worn on without any 
  hint of a renewed Cylon offensive, most of these 
  depots have fallen prey to bureaucratic infighting, 
  cost-saving measures, and simple neglect. 
   
  FFFFLEET 
  LEET 
  LEET 
  LEET DDDDUTIES AND 
  UTIES AND 
  UTIES AND 
  UTIES AND AAAAREAS OF 
  REAS OF 
  REAS OF 
  REAS OF RRRRESPONSIBILITIES
  ESPONSIBILITIES
  ESPONSIBILITIES
  ESPONSIBILITIES    
   
  "Space is not a self-contained battlefield.   It is the place from 
  which a Fleet can project power onto land areas and targets.   
  The mission of protecting the space lanes continues in being, 
  but the Fleets central missions are to maximise its ability to 
  project power from orbit, onto any target, and to prevent the 
  enemy from doing the same." 
   
  The primary duty of the Colonial Fleet is the 
  defence of the Colonies, Colonial borders and 
  interests.  This is most often accomplished by 
  deterrent patrol, but critical to the mission of the 
  Colonial Fleet is the concept of power projection - 
  the ability of the Fleet to rapidly and effectively 
  deploy and sustain forces in response to a crisis; 
  contribute to deterrence; and maintain local 
  stability.  
   
  Even limited to the orbital plane, the home system 
  of the Twelve Colonies represents an area of more 
  than 17.6 billion square kilometres, and that does 
  not account for Colonial holdings outside the home 
  system itself.  That’s an overwhelming area to 
  traverse and patrol, and as a result, Colonial 
  interests have tended to coalesce into small 
  islands of activity surrounded by vast seas of 
  empty space.  While the Colonial Fleet is primarily 
  responsible for the security of these islands of 
  activity, they are must also be aware of what goes 
  on in the abyssal spaces between. 
   
  The deployment of one or more Battlestar Groups 
  (BSG) is an effective means of deterring large 
  scale violence and of calming unrest.  Very few 
  threats possess the size, numbers, or strength to 
  tackle a BSG, and as a result, few are eager to 
  attract their attention. 
  
   
  23
  23
  23
  23
   
  A BSG on a power projection mission can 
  establish local air superiority, denying enemy 
  forces both access to air and space over and 
  around any crisis zones and so denying them the 
  ability to strike at Colonial or Planetary military and 
  civilian assets. 
   
  Once the BSG has established air superiority, they 
  may also conduct anti-shipping and surface 
  bombardment operations in order to reduce enemy 
  force assets and so countering the enemies’ ability 
  to project power and engage in offensive missions.   
  Finally, the BSG will support landing or relief 
  operations being carried out by Marines, Planetary 
  Defence Forces or Local Forces in support of 
  Colonial Troops. 
   
  There are several secondary missions of the 
  Colonial Fleet, including Space-lane Control and 
  Protection of Shipping.  Despite the vastness of 
  space and the advent of reliable FTL jump 
  technology, 
  time 
  and 
  economic 
  constraints 
  coalesce shipping routes into handfuls of well-
  travelled 
  and 
  predictable 
  Space 
  Lanes 
  Of 
  Communications (SLOC).  Through these space 
  lanes travel the vulnerable merchant vessels which 
  make up the life blood of the Colonial economy.   
   
  In order to bring a war to a swift conclusion, an 
  enemy force must destroy the ability of the 
  Colonies to make war by disrupting the economy.  
  Given the heavy defence networks protecting each 
  planet, the most economical method of disrupting 
  the economy is by striking at the vessels 
  transporting the goods and materials vital to the 
  Colonial economy.   
   
  Short of open warfare, Colonial shipping is also 
  threatened by pirates, scavengers, rivalries and 
  company conflicts, all of which present a local, but 
  on-going threat to shipping.  A small criminal 
  syndicate can fit out a pirate vessel and crew for a 
  comparatively small outlay of cash and material, 
  but the capture of a single bulk freighter and 
  disposal of her cargo can bring a return of millions 
  of cubits, making even an isolated incident of 
  piracy very, very lucrative for those willing to 
  engage in such acts.    And also very dangerous.  
   
  In order to prevent these attacks, the Colonial 
  Fleet conduct both deterrence patrols along the 
  major space lanes and provide escorts to limited, 
  high value cargo’s or personnel and by doing so 
  deny easy access to targets for criminal elements.   
  Because of the nature of the Colonial Government, 
  Fleet may also conduct safety and cargo 
  inspections when requested by either Local or 
  Colonial Civilian Authorities or if a Commander 
  suspects a failure of one of these.   However, 
  Commanders have to tread carefully in this area.  
  Delaying a cargo ship for no justifiable warning can 
  result in fines or even a courts-martial.  But having 
  the power deters both the smugglers and those 
  shipping companies that fly ships unsafe to both 
  their crews and other merchant marine users. 
   
   
  SPACE LANES OF COMMUNICATIONS. 
   
  Although 
  FTL 
  drives 
  allow 
  the 
  ready 
  transportation of goods and people across the 
  Colonial System, the economics surrounding 
  operations of the FTL system means that sub-
  light 
  travel 
  will remain 
  with 
  us 
  for 
  a 
  considerable time. 
   
  FTL commerce is usually engaged in either 
  high-risk or high-demand cargos.   And the 
  price tag always matches.     Bulk cargos 
  require low cost freight to maintain a margin on 
  shipping costs and so much of the inter-
  colonial merchant fleet is non-FTL capable 
  (and many others operate without use of FTL 
  drives). 
   
  As each Colony swings around its orbital 
  plane, shipping costs, based on fuel and life 
  support costs, varies wildly.    So the closer 
  one planet is to another, the cheaper it is to 
  ship there.  It does, however, allow for a 
  certain predictability in shipping density, as the 
  heaviest traffic will always be at nearest 
  approach.    This makes for an ever changing 
  number of shipping lanes in use by the 
  merchant marine.    
   
  One exception does exist.   These are the 
  ‘Trojan’ lanes in use between Aquaria, Caprica 
  and Virgon.    As those three planets exist on 
  the same orbit, the distance between them 
  constant, the space lanes remain constant and 
  unchanged.    This remarkable state of affairs 
  allows for the fleet to maintain a constant 
  patrol along this heaviest travelled of all routes. 
   
   
   
   
  Other secondary missions of the Colonial Fleet 
  include 
  helping 
  with 
  Customs 
  Enforcement, 
  providing Search and Rescue throughout the 
  
   
  24
  24
  24
  24
  Colonial sphere of influence (both ground, and 
  space); training with Sovereign and Colonial 
  Planetary 
  Defence 
  Forces; 
  and 
  providing 
  humanitarian aid.  A surprisingly large number of 
  vessels seem to be engaged in ‘Flag Days’.   By 
  providing visible proof of the fleet, they help to 
  reinforce recruiting drives across the Colonies.    
   
  DDDDEVELOPMENT OF THE 
  EVELOPMENT OF THE 
  EVELOPMENT OF THE 
  EVELOPMENT OF THE FFFFLEET
  LEET
  LEET
  LEET....    
   
  “You are supposed to tell us what the Cylons are going to do.  I 
  will then decide whether it is good or bad and act accordingly.”   
  Admiral Davies, Commander Battlestar Columbia, cy 12 
   
  40 years after the end of the Cylon War, the 
  Colonial Fleets strength lies at just over 120 
  Battlestars, with one about to be decommissioned 
  (Galactica), another two ready to be launched and 
  three in dock undergoing Service Life Extension 
  Programs (SLEP) including Pegasus. 
   
  A Battlestar of the Colonial Fleet is one of the most 
  capable warships available to the colonies.   They 
  were designed and built to deal with their opposite 
  numbers – the Cylon Basestars (also created by 
  the Colonies), and so a Battlestar became defined 
  as a ship capable of fighting a Basestar. 
   
  But a Battlestar is itself vulnerable to the highly 
  devastating attack of its Cylon opponents.   Given 
  the time and effort needed to produce Battlestars, 
  the Colonists built or adapted other vessels to 
  supplement the Battlestars.   These vessels helped 
  split Cylon attacks on the Battlestars and also gave 
  the Colonists more flexibility to deal with lesser 
  threats.       
   
  These smaller craft were divided into different 
  categories.   The first were the Gunstars.    
  Carrying little in the way of fighter support, they 
  were built to defend Battlestars by providing 
  additional anti-missile and anti-air gun support.    In 
  addition some models mounted a few, heavier, 
  guns and would lead attacks on Cylon forces, with 
  back up support from the Battlestars.   Their losses 
  were horrific.    For instance, not a single Tiger 
  Class survived the Cylon War, the last being 
  destroyed in the final month of the conflict. 
   
  Second of these smaller vessels were the 
  Escortstars.    These smaller vessels could help 
  supplement the Battlestar’s but their main use was 
  to escort convoys of vessels operating between 
  the colonial systems planets, provide fire support 
  to ground units and to provide a degree of 
  protection to those planets – to slow up offensive 
  attacks and give time for the Battlestars to arrive.    
  These ships carried both guns, missiles and, 
  above all, fighters and shuttles, and were critical to 
  slowing down the Cylon offensive.     As with the 
  Gunstars, these ships suffered many casualties, 
  few surviving to the end of the war. 
   
  A number of local patrol craft and hastily converted 
  merchantmen supplemented the colonial defences 
  but many were swiftly overwhelmed, the few 
  survivors returning to their owners at the wars end 
  as the need for merchant shipping once again took 
  priority.   A typical example is the Mk41 Berosus 
  Fast Replenishment Vessel class. 
   
  The lessons of the Cylon War were not lost on the 
  Colonial Fleet – or the politicians – and rapid 
  expansion of the Colonial Fleet was to take place 
  over the next two decades.    More capable, and 
  standardised, designs were built, rebuilt and kept 
  in service up to the current Administration.   
  Indeed, despite cutbacks during the current Adar 
  Administration, the Fleet has taken the opportunity 
  to update many of its existing fleet, especially 
  taking advantage of newer, networked, electronics 
  that incorporate the very best in ‘Cylon-proof’ anti-
  hacking defences.     These better electronics 
  allow more accurate missiles, better gun tracking 
  and more accurate navigational aids.      
   
   
  SSSSTRUCTURE OF THE 
  TRUCTURE OF THE 
  TRUCTURE OF THE 
  TRUCTURE OF THE FFFFLEET
  LEET
  LEET
  LEET    
   
  The Colonial Fleet is divided administratively into 
  twelve fleets and the Colonial Marine Corps.  Each 
  Fleet is commanded by an Admiral, and the Marine 
  Corps is commanded by a General known as the 
  Chief of Marine Corps Operations.  These thirteen 
  flag officers, together with the Chief of Fleet 
  Operations comprise the Admiralty.   
      
  In addition to ensuring the smooth day-to-day 
  operation of the Fleet, the Admiralty is also 
  responsible for mapping out long-term planning 
  and ensuring that the Fleet is ready in all respects 
  to defend the Colonies.  Needless to say, in an era 
  of tightening budgets and a focus on internal 
  political issues, their priorities and goals do not 
  always 
  coincide 
  with 
  those of 
  the civilian 
  government.   
      
  Each fleet is divided into a number of Battlestar 
  groups (BSG) or task forces commanded by a 
  Rear Admiral or a senior Commander.  A Battlestar 
  group is usually organized around one or two 
  
   
  25
  25
  25
  25
  Battlestars, their escorts, and a number of Fleet 
  auxiliary vessels.  A task force, or Flotilla, is 
  usually organized with a gunstar, rather than a 
  Battlestar, as the flagship. 
   
  The number of Battlestar-Groups, Flotilla’s and 
  individual ship assignments can change on an on-
  going basis.   Usually a single BSG is assigned as 
  the Flag-Group for each Fleet, and does not move 
  from that Fleet.    Ground Bases and space 
  stations are permanently assigned to different 
  fleets. 
   
   
  Individual Commands
  Individual Commands
  Individual Commands
  Individual Commands    
   
  Each unit in the Colonial Fleet is commanded by a 
  Commanding Officer (CO) - usually a Commander 
  or a Colonel responsible for ensuring the good 
  order of the ship and crew and for carrying out the 
  orders of those above him.  Each ship or squadron 
  is further organized into departments (such as 
  Weapons, Operations, Aviation, and Engineering) 
  under the Executive Officer (XO) and then into 
  specific divisions. 
      
  The Commanding and Executive Officers spend 
  most of their time dealing with administration-
  conducting inspections and training, and providing 
  basic leadership - a number of issues which might 
  affect the ship's readiness must be decided at their 
  pay-grade; it's their job to coordinate activity 
  aboard to keep the ship as ready as possible for 
  any contingency.   
      
  Department 
  heads 
  (generally 
  Captains 
  and 
  Lieutenants) are responsible for carrying out the 
  orders of the CO and Exec, and for the operation 
  of their various departments- as well as the 
  omnipresent paperwork.  Engineering officers, for 
  example, must coordinate the maintenance of the 
  propulsion 
  and 
  life 
  support 
  systems, 
  track 
  performance of both man and machine, and 
  determine what supplies and consumables are 
  being used, at what rate, and when they must be 
  replaced.  They also conduct inspections and 
  equipment testing to prevent breakdowns as well 
  as training to prevent accidents.  Division officers 
  answer to their department heads and have a 
  smaller piece of the Department Head's pie.  Most 
  of 
  the 
  technical 
  expertise 
  and 
  institutional 
  knowledge lies in the senior enlisted men, so the 
  purpose of the division officer is really to learn as 
  much as he can from his petty officers and to learn 
  to be an effective officer. Otherwise, their function 
  is about the same as their department heads. 
  BBBBATTLESTAR
  ATTLESTAR
  ATTLESTAR
  ATTLESTAR----GGGGROUP 
  ROUP 
  ROUP 
  ROUP CCCCOMPOSITIONS
  OMPOSITIONS
  OMPOSITIONS
  OMPOSITIONS....    
   
  "A Battlestar is the best Ambassador" 
  - anon 
   
  Battlestar
  Battlestar
  Battlestar
  Battlestar----Groups
  Groups
  Groups
  Groups:  At the heart of any group is 
  the Battlestar around which it is formed.   Even on 
  the occasions when a Battlestar operates alone, or 
  in company with another Battlestar, it still retains 
  the designation ’BSG’ and its fleet number.     
  Apart from these occasions, each BSG is assigned 
  supplementary craft on a temporary basis, to allow 
  it to carry out different roles.   A number of those 
  roles are listed below: 
   
  Battle Group:
  Battle Group:
  Battle Group:
  Battle Group:    Based on the tactics of the Cylon 
  War, these groups form Six Gunstars around a 
  single Battlestar, with two of the more capable 
  Escortstars providing a limited patrol capacity and 
  this 
  grouping 
  is 
  considered 
  the 
  ‘standard’ 
  operational flotilla. 
   
  Defensive Group
  Defensive Group
  Defensive Group
  Defensive Group:    In the event of war, the 
  Colonial 
  Military 
  is 
  committed 
  to 
  Planetary 
  Defence.    To this end, planetary defence forces 
  are to be supplemented by a minimum of two 
  BSG’s.    Each group is to contain a minimum of 
  one to two Battlestars, six escorts and four 
  Gunstars plus any available Colonial or Local 
  Government ships and patrol craft.    Typical patrol 
  patterns have one group covering the Northern 
  hemisphere, the other the southern hemisphere.    
  Although seemingly isolated in this position, PDF 
  strategic forces and orbital fighter craft can also 
  provide support to the Defensive Group. 
   
  Strike Group
  Strike Group
  Strike Group
  Strike Group:    These groups are supposed to 
  lead the attack deep into enemy territory.  Because 
  of this, they tend to be heavy on Gunstars and 
  Battlestars at a ten to one ratio, backed up by two 
  to three escorts and a large number of auxiliary 
  tankers.   More escorts are provided if the Group is 
  to contain a Marine Landing Battalion or Brigade. 
   
  Marine Battle Group:
  Marine Battle Group:
  Marine Battle Group:
  Marine Battle Group:    The Colonial Marine 
  Force normally operates in small numbers, 
  befitting the rapid deployment doctrine they 
  operate under.   However, if a major conflict arose 
  again, then larger formations have to be delivered 
  to their AO and deployed against enemy fire.     To 
  achieve this, the Marine Battle Group is formed.     
  This is split into different aspects.   First of all is a 
  BSG that is assigned to protect the group in transit.   
  Second are the Escortstars that protect the MBG 
  itself (the BSG is designed to drive or hold off 
  enemy Basestars).     Third are a number of 
  
   
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  Gunstars (run by the Marines and not by the Fleet) 
  which provide orbital gunfire to secure the Landing 
  Zone.    Each Marine Battalion is assigned to a 
  troopship, crammed with Assault Landing Craft, 
  Raptors and a single squadron of dedicated 
  Marine operated Vipers that provide Air Support for 
  the Marines themselves (this dedicated squadron 
  prevents Marine Air Support being dragged into 
  Fleet battles – the Colonies lost a number of 
  battles because of this). 
   
   
  OOOOTHER 
  THER 
  THER 
  THER FFFFORMATIONS
  ORMATIONS
  ORMATIONS
  ORMATIONS    
   
  Battlestars are the heart of the Fleet.   But they are 
  hardly the best vessel to use in all circumstances.   
  Merchant Patrols, search and rescue, interdiction 
  duties – all these can be better carried out by 
  lighter, more specialised ships that do not cost as 
  much to build or operate. 
   
  Sometimes the need to group these vessels 
  together arises.    To distinguish them from 
  Battlestar-Groups, the term Flotilla is used for non-
  capital ships (the term squadron is retained for 
  fighter craft). 
   
  Patrol Flotilla’s
  Patrol Flotilla’s
  Patrol Flotilla’s
  Patrol Flotilla’s    
  Consisting principally of Escortstars (normally the 
  older and slower variants) and backed with more 
  capable Gunstars, these vessels are assigned to 
  patrol an area of space – providing search and 
  rescue, backup to the Colonial Governments and 
  anti-piracy duties.   A Flotilla rarely operates as a 
  single formation except when a threat arises, and 
  the individual ships of each Flotilla can be days 
  away from each other at sublight speeds.   In time 
  of war, the Flotilla’s escort merchant convoys and 
  so lose some of their ships to the Fleets, but are 
  supplemented by armed merchantmen in their 
  turn. 
   
  Destroyer Flotilla’s.
  Destroyer Flotilla’s.
  Destroyer Flotilla’s.
  Destroyer Flotilla’s.    
  The Cylon War was a desperate struggle of 
  attrition.    At several points in that war the Colonial 
  & Planetary Governments literally ran out of 
  Capital Ships to throw in against the Cylons.    
  Gunstars, or hastily converted and armoured 
  equivalents, were available and, by grouping 
  enough of them together, they could overcome the 
  fighters and defences of a Basestar.   But only at a 
  massive cost in ships and men.   Nether-the-less, 
  those tactics still remain on the books and the 
  Fleet still occasionally forms Destroyer Flotilla’s in 
  cases where no Battlestar’s are available for 
  offensive operations. 
   
  Wolfpack (Sweep) Flotilla’s.
  Wolfpack (Sweep) Flotilla’s.
  Wolfpack (Sweep) Flotilla’s.
  Wolfpack (Sweep) Flotilla’s.    
  DRADIS is not always the most reliable of 
  detection systems and, especially when deployed 
  on Search and Rescue, short range scanners need 
  to be used.    A line of ships, normally with Raptors 
  deployed ahead of them, will advance into a 
  volume of space.   A reserve of ships will be 
  located further back, and more further back from 
  that.    In this way they can cover a large volume of 
  space, and also provide immediate support to the 
  detecting vessel from the reserve.    Once a target 
  is detected, the remaining vessels in the flotilla 
  then encircle the target area.    In War, this type of 
  formation is usually called a wolf-pack and may be 
  backed up by a BSG.   In peacetime, such a 
  formation is called a Sweep.   These Flotilla’s call 
  for a large number of ships to work effectively and 
  are usually created on a case by case basis. 
   
  Scout Flotilla’s
  Scout Flotilla’s
  Scout Flotilla’s
  Scout Flotilla’s. 
  Although Raptors are eyes and ears of the Fleet, 
  they 
  have 
  any 
  number 
  of 
  disadvantages.   
  Sometimes the fleet needs to send in heavier 
  elements to either trigger a threat or provide 
  backup to the Raptors.   Typically, these are ELINT 
  equipped ships, with better scanners, armament 
  and armour.    They ideally need escorts or 
  Battlestars and fighter cover to be at their most 
  effective.   In peacetime these vessels are usually 
  to be found near the SLOC’s.   Regretfully, until 
  recently, these small vessels would still prove (in 
  exercises anyway) to be priority targets and 
  eliminating them early in the battle restricts later 
  fleet operations.    The two solutions are: Deploy a 
  heavily armoured ship carrying more Raptors; or 
  provide the same package in a more heavily 
  armoured craft.  Fleet has carried out both of these 
  options. 
   
  IIIINDEPENDENT 
  NDEPENDENT 
  NDEPENDENT 
  NDEPENDENT VVVVIPER 
  IPER 
  IPER 
  IPER SSSSQUADRONS
  QUADRONS
  QUADRONS
  QUADRONS....    
   
  Although most Fleet Viper Squadrons are found 
  aboard Battlestars and Escorts, a number of 
  Squadrons are ground based – either at planetary 
  bases, training schools or on stations.    In addition 
  those individual flights of fighters assigned to 
  Gunstars, reserve vessels and the like, are 
  attached to these Squadrons – allowing their 
  personnel to be rotated, craft serviced and training 
  monitored.    These Squadrons usually consist of 
  up to twenty flights of four Vipers each, backed by 
  a large number of shuttles and raptors allowing 
  rapid deployment of small flights with their 
  maintenance crews. 
   
  
   
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  FFFFLEET 
  LEET 
  LEET 
  LEET SSSSTRENGTH 
  TRENGTH 
  TRENGTH 
  TRENGTH     
   
  Including reserve vessels, the FTL capability of the 
  fleet is as follows: 
  124 Battlestars 
  837 Gunstars 
  1016 Escortstars 
  151 Scouts and Specialist Combat Vessels 
  939 Auxiliaries (Fleet Train) 
   
  The active duty fighter strength of the Fleet (not 
  counting Flights and Squadrons assigned to 
  stations and bases) is in excess of 22,000.     
   
  While it maybe true that the Fleet’s Battlestars and 
  Vipers garner all the media attention, it is also true 
  that the Fleet can’t function without the many fixed 
  bases and installations (not all of them Fleet) 
  scattered 
  throughout 
  the 
  Colonies. 
  From 
  dockyards, to fleet depots, to on-planet facilities, to 
  the lonely outpost known as the Armistice Station, 
  there are many bases scattered throughout the 
  Colonies to support the Fleet.  
   
  RRRRESERVE 
  ESERVE 
  ESERVE 
  ESERVE FFFFLEET
  LEET
  LEET
  LEET....    
   
  The Cayuse Inactive Fleet Facility (CIFF), houses 
  numbers of obsolescent vessels that have been 
  mothballed.    This facility accepts vessels, empties 
  them of ammunition and carries out a full 
  assessment of the vessel.   Some are stripped 
  down for spares to allow other ships to continue in 
  the fleet, their empty hulls eventually being 
  scrapped (sales of ex-military hulls is strictly 
  controlled and limited).    Most of these hulls end 
  up at a Libran space station – where they are 
  melted down, eventually to become a new ship.      
  Other vessels are placed in the reserve and are 
  carefully mothballed.     Small crews keep the 
  ships on a care and maintenance basis, making 
  sure that the drives, computers and basic systems 
  are fully functional.   Those crews help train up 
  other reservists so that, in the event of war, these 
  older ships can be dispersed to Picon where they 
  can then be crewed by those reservists.   
      
  Scorpia Shipyard
  Scorpia Shipyard
  Scorpia Shipyard
  Scorpia Shipyard    
   
  Officially designated with the unassuming title of 
  Primary Scorpia Ship Construction Dock 01, This 
  state of the art facility above Scorpia has the ability 
  to dock, repair, and upgrade any ship in the Fleet. 
  Regardless of official title, this sprawling facility is 
  better known by the media, the people that work 
  there, and the rest of the Fleet simply as ‘The 
  Yards’. 
   
  One of the Colonial Military’s largest artificial 
  
   
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  constructions, The Yards has the capability to 
  extensively refit and even re-build up to ten 
  Battlestars at one time in addition to another dozen 
  smaller warships.  The full capacity has never 
  been used but the Yards were deliberately built in 
  excess of current or even projected needs in order 
  to be able to cope with any threat, even those not 
  even considered likely. There are however, no less 
  than four Battlestars and a half a dozen smaller 
  ships under refit at any given time. In addition to 
  this prodigious building capacity, The Yards have 
  room to dock up to a dozen more Battlestars and 
  three dozen smaller ships.  Scorpia is not the only 
  dockyard.  Just the largest. 
   
   
  Picon Headquarters
  Picon Headquarters
  Picon Headquarters
  Picon Headquarters    
  The largest fleet docking facility is over the Fleet’s 
  main head quarters on Picon, which has slips for 
  ten Battlestars and twenty slips for smaller ships. 
  There are several other such facilities with docking 
  for up to five Battlestars and ten smaller ships with 
  one each over Caprica, Libris, Sagittaron, and 
  Leonis    The biggest number, however, lay in the 
  large artificial stations orbiting Leonis. 
   
  Ragnar
  Ragnar
  Ragnar
  Ragnar    
   
  The least known facilities used by the Fleet are the 
  hidden Fleet Munitions Depots hidden in and near 
  the Colonies. These bases are stocked, in addition 
  to ammunition, with fuel, spare parts, and Vipers in 
  case of a sudden and catastrophic attack on the 
  Colonies that somehow disrupts the Fleet’s normal 
  system of supply. These secret depots are known 
  to command grade officers and were meant to 
  provide a means for the Fleet to continue to fight. 
  However, forty years of peace has paid a heavy 
  toll on these facilities. Many have been allowed to 
  fall into disrepair not being restocked in years, 
  while still others were completely abandoned.  
  The least most desired duty within the Colonial 
  government is an assignment to the Armistice 
  Station. As part of the agreement that ended the 
  Cylon War, these space station was placed at the 
  very edge of Colonial and Cylon space for the 
  express reason of conducting further negotiations 
  if the need were to arise. For forty years, the 
  humans have sent a representative to the station 
  in case the Cylons wished to speak to the Colonial 
  government, but since the station’s construction no 
  Cylon has ever even so much as contacted the 
  station by wireless. Regardless of the seeming 
  futility of the assignment, one unlucky member of 
  the Colonial diplomatic ministry maintains their 
  lonely vigil every three months at the forlorn 
  outpost. 
   
  Finally, not all of the Fleet’s facilities are orbital. In 
  addition to these off planet installations, the Fleet 
  has several dozen ground bases. These ground 
  bases vary widely in function from training, 
  maintenance, storage, or research facilities; officer, 
  enlisted, or dependent housing; and Viper defence 
  squadron bases. Picon, due to the location of Fleet 
  headquarters has the highest percentage of these 
  ground facilities, but Caprica also has a substantial 
  amount of Fleet installations as well. However, 
  every planet has some ground based facilities with 
  many of them run by the Reserves or Planetary 
  Militia.       
   
   
  Leonid Stations
  Leonid Stations
  Leonid Stations
  Leonid Stations    
   
  With the surface of Leonis devastated, nearly all of 
  the 
  Leonid 
  population 
  is 
  found 
  scattered 
  throughout over thirty orbital stations.   Involved 
  almost entirely in ship production, both civil and 
  military, the Leonid Stations are large, measuring 
  well over 10 miles in length.    The larger ones 
  construct Battlestars.    Smaller stations build 
  smaller, civilian ships and the military escorts such 
  as the Berzerker/ 
   
  Armistice Station.
  Armistice Station.
  Armistice Station.
  Armistice Station.    
      
  Built 
  entirely 
  by 
  the 
  Colonial 
  Government, 
  Armistice Station is located in the Cylon-Colonial 
  border, a de-militarised special area.    The station 
  is a simple affair, housing FTL communications, 
  living quarters and 
  a single docking 
  point.    The station 
  is maintained from 
  time to time during 
  each year, and a 
  high 
  ranking 
  Colonial 
  Officer 
  (holding diplomatic 
  rank) attends the 
  station for five days 
  each year.    
  
   
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  Leaders of the Fleet 
   
  Admiral Matthias Stark 
  Admiral Matthias Stark 
  Admiral Matthias Stark 
  Admiral Matthias Stark     
  Position: Chief of Fleet Operations  
  AGL d8, STR d6, VIT d6, ALE d8, INT d10, WIL 
  d12+d4; INIT d8+d8, Life Points 20 
  Assets: Advanced Education d4, Formidable 
  Presence d4, Political Pull d12, Renowned (Feud 
  with President Adar) d6, So Say We All d4 
  Complications: Duty d10, Elderly d6, Overweight 
  d2, Rival (Admiral Myron Theodis) d4 
  Skills: Athletics d4, Discipline d6 / Leadership d10, 
  Guns d4, Influence d6 / Bureaucracy d10 / 
  Persuasion d10 / Politics d12 + d4 / Intimidation 
  d10, Knowledge d6, Perception d6 / Deduction d8 / 
  Intuition d8 / Tactics d10, Scientific Expertise d4, 
  Unarmed Combat d4 
   
  Background: As soon as he was commissioned 
  Matthias Stark had one thing on his mind, 
  becoming the CFO of the Colonial Fleet. While a 
  good tactician and strategist, he knew those skills 
  did not play to his strengths. Stark knew his path to 
  the top would be through establishing connections 
  with the right people. While Stark worked hard to 
  master his profession, he worked harder at 
  networking his way to the assignments that would 
  paint him n the best light. Stark progressed on a 
  par with his peers until obtaining the rank of 
  Commander, it was at that point that his 
  connections and political savvy began to take 
  effect with his assignment to command the fleet 
  flagship, the original Battlestar Atlantia, a position 
  that normally went to far more experienced 
  officers. Stark soon parleyed that prestigious 
  assignment into flag rank of his own and beat out 
  several more senior admirals, including Myron 
  Theodis, to deputy command of First Fleet. The 
  highly coveted command of First Fleet followed 
  shortly afterwards, which, with his sharply honed 
  political skills and connections, ensured his rise to 
  CFO.  
   
  Admiral Stark is frequently at loggerheads with the 
  Adar 
  administration, 
  especially 
  over 
  the 
  President’s frequent proposals to cut both the size 
  of the Fleet and the Fleet’s budget. His ongoing 
  feud to hold Adar’s budget cuts at bay have 
  become legendary as is has his razor sharp 
  political infighting skills that have served him well 
  during his long years with the Fleet. How much 
  longer Stark can protect the Fleet from the 
  prevailing wisdom that the Cylon menace has 
  lessened to the point that a some of the Fleet’s 
  portion of the Twelve Colonies’ budget could be 
  put to better use is unknown, but if anyone can 
  defend the Fleet, it is the wily Admiral Stark.       
   
  Stark is of average height with a full head of iron 
  gray hair. Now in his late sixties, he has lost his life 
  long battle to keep his weight down; however, any 
  impression of softness is quickly crushed by his 
  piercing green eyes and his imposing demeanor 
  that leaves no doubts as exactly who is in 
  command. While he may appear to the casual 
  observer to be someone’s kindly old grandfather, 
  but once he brings his commanding presence to 
  bear, 
  no 
  one 
  makes 
  the 
  mistake 
  of 
  underestimating him a second time.  
   
  Admiral Augustine Nagala 
  Admiral Augustine Nagala 
  Admiral Augustine Nagala 
  Admiral Augustine Nagala     
  Position: Commander First Fleet 
   
  AGL d6, STR d6, VIT d8, ALE d10, INT d12, WIL 
  d12; INIT d6+d10, Life Points 20 
  Assets: Cool Under Fire d6, Faith d4, Political Pull 
  d6, So Say We All d6, Talented: (Strategy, Tactics) 
  d6 
  Complications: Duty d10, Prejudice d4, Slow 
  Mover d2, Toes the Line d4 
  Skills: Athletics d4, Discipline d6 / Leadership d10, 
  Guns d4, Influence d6 / Persuasion d8 / Politics 
  d8, Knowledge d6, Perception d6 / Deduction d10 / 
  Intuition d10 / Strategy d12 + d4, Tactics d12, 
  Unarmed Combat d4 
   
  Background: Almost as soon as he donned his 
  first cadet’s uniform, Nagala began impressing his 
  instructors with his instinctive grasp of the fine 
  details of strategy and tactics. Graduating first in 
  his class, Nagala earned his choice of assignment 
  and to everyone’s surprise, rather than a plum 
  position in First Fleet, he selected a Combatstar in 
  the Tenth Fleet. While his stunned peers wondered 
  why Nagala would select such a backwater 
  assignment, his decision soon revealed just how 
  intuitively he understood the subtleties of art of war 
  when he earned multiple commendations for 
  actions under fire as the Tenth Fleet was, at the 
  time, responsible for anti-piracy in the Colonies 
  and Nagala found himself in the thick of the action. 
  This early introduction to combat proved to be 
  decisive during the brutal Cylon War as Nagala, 
  
   
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  now the captain of that Combatstar, time and time 
  again outmaneuvered the Cylons and earning his 
  ship the best kill record of the war.     
   
  Nagala’s phenomenal war record came to the 
  notice of the Admiralty of the time starting a rise 
  through the ranks that was nothing short of 
  meteoric. Many in the Fleet believed Nagala was 
  certain to become CFO when he was promoted to 
  admiral, but ever focused on refining being 
  technically and tactically proficient, he found 
  himself outmaneuvered for the first time in his life 
  by the far more politically adept Admiral Stark for 
  the position of Chief of Fleet Operations. However, 
  no one was happier than Nagala was to let the 
  professional politico have to deal with the endless 
  distractions command of the Fleet would bring as it 
  allowed him to remain where Nagala was born to 
  be, on the cutting edge of the sword and creating 
  the tactics that are required reading at every 
  military academy in the Twelve Colonies.   
   
  Admiral Myron Theodis 
  Admiral Myron Theodis 
  Admiral Myron Theodis 
  Admiral Myron Theodis     
  Position: Commander Second Fleet 
   
  AGL d8, STR d6, VIT d10, ALE d10, INT d10, WIL 
  d10; INIT d8+d10, Life Points 20 
  Assets: Cool Under Fire d6, Formidable Presence 
  d6, Political Pull d12, Renowned (Social Climber) 
  d4 
  Complications: Duty d10, Glory Hound d4, Rival 
  (Admiral Matthias Stark) d4 
  Skills: Athletics d6, Discipline d6 / Leadership d10, 
  Guns d6 / Pistols d8, Influence d6 / Bureaucracy 
  d10 / Persuasion d10 / Politics d12 / Intimidation 
  d12, Knowledge d6, Perception d6 / Strategy d12, 
  Unarmed Combat d6 
   
  Background: Myron Theodis is a man on a 
  mission. Once he made flag rank, he was 
  convinced that the title of CFO was his ordained 
  right. When he was passed over by the more junior 
  Mathias Stark, he was beyond livid and ever since 
  being cheated out of what Theodis thought was his 
  due, he has been plotting to rectify what he 
  considers to be a grave injustice. The Theodis 
  family has a long standing tradition of fleet service 
  and when Myron entered the Colonial Fleet 
  Academy, he did so with the lofty goal of attaining 
  command of the entire fleet. Theodis carefully 
  crafted both his tactical and political skills to 
  cultivate his rise to power. However, Theodis 
  based his career on the principle of looking out for 
  number one. He courted and discarded dozens of 
  ‘friends’ all during his rise through the ranks as it 
  suited and benefited him and among his peers his 
  reputation for fostering his career at the expense of 
  others is all too well known.  
   
  One thing that has served Theodis well is he does 
  happen to be a skilled strategist. It irks him to no 
  end that even he has to admit that Admiral Nagala 
  is the better man when it comes to that one critical 
  skill. However, even though he begrudgingly can 
  concede this one point, it doesn’t make being in 
  command of Second Fleet any easier for him as he 
  knows that the CFO is almost always chosen from 
  the commander of First Fleet. All too aware of 
  Admiral Stark’s ongoing feud with President Adar, 
  Theodis has been quietly attempting to circumvent 
  tradition and have Adar make the call to bypass 
  Nagala and elevate himself to CFO as soon as the 
  president can succeed in his own goal of forcing 
  Stark into retirement.       
   
  Admiral Dorian Yorick 
  Admiral Dorian Yorick 
  Admiral Dorian Yorick 
  Admiral Dorian Yorick     
  Position: Commander Third Fleet 
    
  AGL d10, STR d8, VIT d10, ALE d8, INT d8, WIL 
  d10; INIT d10+d8, Points Life 20 
  Assets: Brawler d4, Friends in Strange Places 
  (Fleet NCO Corps) d4, Intuitive d4, Political Pull 
  d6, Renowned (Mustang) d4 
  Complications: Duty d10, Toes the Line d4 
  Skills: Athletics d6, Discipline d6 / Leadership d12, 
  Guns d4, Heavy Weapons d6 / Ship’s Cannons d8, 
  Influence d6 / Persuasion d10 / Politics d8, 
  Knowledge d6, Perception d6 / Deduction d8 / 
  Strategy d12, Technical Engineering d4, Unarmed 
  Combat d6 / Boxing d8  
   
  Background: Born on Aerelon, Yorick knew 
  instinctively growing up that he would never be 
  satisfied as a farmer, defying his father by enlisting 
  in the Colonial Fleet as soon as he was old enough 
  to do so without parental consent. Yorick was 
  never happier than when he was a senior gunner 
  on the Battlestar Pacifica, but during the Cylon 
  War, he took command of the gundeck when all 
  the officers were killed in savage fighting against 
  two Baseships. Yorick’s quick actions saved the 
  Pacifica, earned him a battlefield commission, and 
  set him on the improbably path to that of a full 
  admiral. Never forgetting his humble roots, Yorick 
  stands as a testament that anyone could achieve 
  greatness by hard work and is dearly loved by the 
  enlisted under his command.    
   
  Yorick is a hard nosed, no nonsense officer that 
  does not suffer fools. He is all too aware that his 
  education does not match that of most officers, but 
  his dogged determination has always served him 
  well and allowed him to persevere despite his 
  humble background. The rough and tumble politics 
  of being in the Admiralty has never set well with 
  Yorick, but coming up through the ranks the hard 
  
   
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  way has more than prepared him for the dirty 
  infighting that is the trademark of the Fleet’s inner 
  council. Regardless of his lofty title, Yorick is at 
  heart a sailor’s sailor, maintaining the solid 
  physique of a boxer and speaks unrepentantly with 
  the saltiness of a deckhand. Yorick is in excellent 
  health for his age and one of his favorite teaching 
  methods, especially with overly arrogant Colonial 
  Fleet Academy graduates, is to toss a set of 
  boxing gloves to the young officer and, while using 
  boxing metaphors, to knock the arrogance out of, 
  and hopefully some sense into, the young ensign.  
   
  Admiral Jonathan Zorba 
  Admiral Jonathan Zorba 
  Admiral Jonathan Zorba 
  Admiral Jonathan Zorba     
  Position: Commander Fourth Fleet 
   
  AGL d6, STR d6, VIT d10, ALE d10, INT d8, WIL 
  d12+d2; INIT d6+d10, Life Points 24 
  Assets: Faith d6, Mathematician d4, Political Pull 
  d6, Renowned (Bloodthirsty) d4, So Say We All d6 
  Complications: Duty d10, Out for Blood d4, 
  Overconfident d4 
  Skills: Athletics d4, Discipline d6 / Leadership d8 / 
  Morale d12, Guns d4, Influence d6 / Persuasion d8 
  / Politics d8, Intimidation d10, Knowledge d4, 
  Melee Weapon Combat d6 / Fencing d10, 
  Perception d6 / Strategy d8 / Tactics d10, Scientific 
  Expertise d6 / Astrogation d8, Unarmed Combat 
  d4  
  Background: That the Cylon War produced many 
  heroes and launched the careers of many of the 
  now senior officers in the Colonial Fleet is a given. 
  Jonathan Zorba is one of the most extreme 
  examples of that simple axiom. Zorba was a 
  lieutenant when the war broke out and he soon 
  had the reputation of taking the fight to the Cylons 
  with gusto, gusto so fierce that it bordered on the 
  fanatical. Zorba’s natural skill at plotting FTL jumps 
  allowed him to jump in closer to the enemy than 
  anyone thought possible. As the war progressed 
  and his fame increased, Zorba’s abilities were 
  decisive in allowing his Battlestar, the Prometheus 
  to arrive closer to the Cylons or in areas they 
  considered secure thus allowing the Prometheus 
  to deliver crippling attacks. Zorba was furious 
  when the armistice ended the war; feeling that the 
  politicians had betrayed humanity by allowing the 
  Cylons to continue to exist.  
   
  Zorba’s long term goals changed when the war 
  ended. No longer satisfied to simply serve the 
  required minimum time to qualify for retirement, he 
  developed a burning desire to join the Admiralty in 
  order to influence the decision makers of the Fleet 
  to end what the Cylons had started for once and 
  for all. Zorba buckled down and methodically rose 
  through the ranks, and after thirty-five years of 
  single minded intense effort, he attained his goal of 
  entering the Admiralty. However, when it came to 
  attaining his ultimate goal of convincing his fellow 
  admirals to finishing off the Cylons, Zorba, try as 
  he might, could not find support for his crusade to 
  end the Cylon menace. Ever driven by his 
  withering hatred of ‘Toasters’, Zorba continues to 
  press the Chief of Fleet Operations with his plan, 
  but regardless of his fervor, the attempts fall on 
  deaf ears.        
   
  Admiral Stefan Odell 
  Admiral Stefan Odell 
  Admiral Stefan Odell 
  Admiral Stefan Odell     
  Position: Commander Fifth Fleet 
   
  AGL d6, STR d6, VIT d6, ALE d10, INT d12+d4, 
  WIL D10; INIT d6+d10, Life Points 16 
  Assets: Advanced Education d4, Cool Under Fire 
  d6, Faith d4, Political Pull d12 
  Complications: Duty d10, Straight-Laced d4, 
  Toes the Line d4 
  Skills: Athletics d4, Discipline d6 / Intimidation 
  d12+d2, Leadership d8, Guns d4, Influence d6 / 
  Politics 
  d8, 
  Knowledge 
  d4, 
  Mechanical 
  Engineering d4, Perception d6 / Deduction d10 / 
  Sight d10 / Strategy d10 / Tactics d10, Scientific 
  Expertise d4, Technical Engineering d4, Unarmed 
  Combat d4  
  Background: When it comes to leadership, 
  Admiral Odell believes in, and will only accept, one 
  standard in his subordinates - instant obedience to 
  orders. In the Fifth Fleet, Odell’s word is law and 
  he makes this dictum emphatically clear to his 
  entire command. However, rather than creating a 
  well disciplined fleet, his harsh attitude has 
  resulted in the worst morale and a greatest number 
  of disciplinary problems in the entire Colonial Fleet. 
  While a decent officer when it comes to strategy 
  and tactics, his imperial manner has alienated him 
  from his officers and crews resulting in less than 
  optimal performance during maneuvers. Being 
  unwilling to even consider that it is his own 
  methods that are the cause of the problem, Odell 
  cracks down just that much harder and thus 
  perpetuates 
  the 
  discipline 
  and 
  performance 
  problems within his command.    
   
  While extremely intelligent, Odell was just as cold 
  to his fellow cadets at the academy resulting in him 
  becoming a loner obsessed with studying. He 
  graduated first in his class academically, but due to 
  his sour attitude, another more popular cadet was 
  selected as valedictorian, a slight Odell has never 
  forgotten or forgiven. Thanks to his extensive 
  studying while at the academy, Odell is well 
  informed about all manner of ship operations and 
  little escapes his meticulous notice. Odell is a 
  stickler for old fashioned ‘white glove’ inspections 
  
   
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  and woe it is to any crew member that fails to meet 
  his exacting, most say ‘impossible’, standards.   
   
  Odell’s attitude is not popular with his fellow 
  admirals either, but his intelligence and his depth 
  of knowledge are highly regarded, if not highly 
  sought after. His stance on most things is, 
  unsurprisingly, conservative, but his analytical 
  skills are undeniably formidable and regardless of 
  his personality, his opinion carries substantial 
  weight within the deliberations of the Admiralty.    
   
  Admiral Selene Foster 
  Admiral Selene Foster 
  Admiral Selene Foster 
  Admiral Selene Foster     
  Position: Commander Sixth Fleet 
   
  AGL d6, STR d6, VIT d8, ALE d12, INT d10, WIL 
  d12; INIT d6+d12, Life Points 20 
  Assets: Intuitive d4, Political Pull d6, Sixth Sense 
  d6, So Say We All d12 
  Complications: Duty d10, Memorable d6, Slow 
  Mover d2 
  Skills: Athletics d2, Discipline d6 / Leadership 
  d12+d6, Guns d4, Influence d6 / Persuasion d12 / 
  Politics 
  d8, 
  Knowledge 
  d6, 
  Mechanical 
  Engineering d4, Perception d6 / Intuition d10 / 
  Strategy d10 / Tactics d10, Technical Engineering 
  d4, Unarmed Combat d4  
   
  Background: How so much personality could be 
  packed into such a small frame is just one of the 
  enigmas that surround Admiral Foster. Standing 
  just over five feet tall, she non-the-less projects so 
  much energy that she manages to make everyone 
  else seem smaller. The term ‘natural born leader’ 
  just doesn’t seem to come close to how much she 
  inspires everyone around her. Foster’s rise through 
  the ranks extremely rapid after her natural talents 
  came to the attention of her superiors during the 
  Cylon War. While only a lieutenant junior grade, 
  during one of the many battles of the war, she took 
  command of the crippled Battlestar Basilisk after 
  Cylon fire destroyed the ship’s bridge, killing all the 
  senior officers. Foster, from the auxiliary control of 
  the Basilisk, rallied the shaken crew and inspired 
  them to bring withering fire on the Baseship that 
  had crippled their ship. Her steady hand and 
  instinctive ability to exploit even the slightest of 
  openings, allowed her to not only turn the tables on 
  and destroy the Baseship that had crippled the 
  Basilisk, she also managed to cripple another 
  Baseship before she was badly wounded and had 
  to be carried bodily from the disintegrating Basilisk 
  by members of the marine detachment.    
   
  Foster received the Medal of Valor and was 
  promoted two ranks for her actions aboard the 
  Basilisk and from that moment on, she was on the 
  fast track to admiral. On attaining the rank of 
  admiral and command of the Sixth Fleet, the 
  question of when she would become the next CFO 
  became the talk of the Fleet. Never one to try and 
  advance 
  her 
  own 
  position, 
  Foster 
  instead 
  concentrated on making her command the finest in 
  the Colonial Fleet, content to let the more politically 
  inclined in the Admiralty fight over being Stark’s 
  successor.      
      
  Admiral Vasily Constantine 
  Admiral Vasily Constantine 
  Admiral Vasily Constantine 
  Admiral Vasily Constantine     
  Position: Commander Seventh Fleet 
   
  AGL d6, STR d8, VIT d8, ALE d8, INT d12, WIL 
  d12; INIT d6+d8, Life Points 20 
  Assets: Advanced Education d4, Faith d4, Good 
  Natured d4, Political Pull d6, So Say We All d6 
  Complications: Duty D10, Elderly d6 
  Skills: Athletics d4, Discipline d6 / Leadership d10 
  / Morale d10, Guns d4, Influence d6 / Persuasion 
  d12 / Politics d10, Knowledge d6 / Religion d10, 
  Perception d6 / Deduction d10 / Empathy d10 / 
  Strategy d10 / Tactics d10, Unarmed Combat d4  
  Background: Every organization has a foundation 
  that it depends upon for its survival and in the 
  Colonial Fleet the Manual of Colonial Regulations 
  is this bedrock. However, while the regulations 
  may be the literal foundation of the Fleet when it 
  comes to the soul of the Fleet, that title is held by 
  Admiral Vasily Constantine. The son of a 
  Gemenon Oracle and priest, it was thought that 
  Vasily would follow his parents into the clergy, but 
  Vasily stunned his family by choosing to attend the 
  Colonial Fleet Academy. Despite choosing the 
  military, Vasily never forgot his religious upbringing 
  and with his faith to guide him, he applied himself 
  to his chosen profession with a passion. Aided by 
  his uncanny ability to see to the heart of people 
  and problems, Constantine slowly, but surely rose 
  through the ranks and attaining the rank of admiral.      
   
  Constantine’s incredible perceptive talent overlaps 
  into his military abilities, supplementing his already 
  formidable tactical skills allowing him to discern his 
  opponent’s intentions to his advantage. Despite 
  being one of the oldest admirals in the Fleet, no 
  one underestimates Constantine more than once. 
  Vasily’s disarming nature is such that even Admiral 
  Stark uses him as a sounding board for particularly 
  difficult decisions as Constantine is completely at 
  ease with his current position and is not interested 
  in becoming Chief of Fleet Operations. Not being 
  seen as a competitor allows the other members of 
  the Admiralty to also come to Constantine for 
  assistance and benefit from his insight and 
  wisdom, generating a more cohesive group than 
  would otherwise exist in the otherwise cutthroat 
  
   
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  body. While proud of his long service, Constantine 
  has wanted to retire for the past couple years, but 
  has been talked into staying by Stark who, along 
  with the others, has become dependent on his 
  sage counsel.      
   
  Admiral Fedor Lucas        
  Position: Commander Eighth Fleet 
   
  AGL d6, STR d6, VIT d8, ALE d10, INT d12+d4, 
  WIL d8; INIT dd+d10, Life Points 16  
  Assets: Advanced Education d6, Mathematician 
  d6, Political Pull d6, Talented (Tactical Theory) d6 
  Complications: Overconfident d6, Duty d10 
  Skills: Athletics d4, Discipline d6 / Concentration 
  d10 / Leadership d8, Guns d4, Influence d6 / 
  Persuasion d8 / Politics d8, Knowledge d6 / History 
  d10 / Military Theory d12+d6, Perception d6 / 
  Strategy d8 / Tactics d8, Technical Engineering d6 
  / Computer Programming d8, Unarmed Combat d4
   
   
  Background: When it comes to developing 
  detailed hypotheses on the finer points of military 
  theory, Fedor Lucas is clearly acknowledged to be 
  without peer. However, while theories may be fine 
  for cadets attending exercises at the Colonial 
  Military Academy, theories are a poor substitute for 
  decisive actions when facing the realities of 
  combat. The primary reason for Lucas’ success is 
  the forty years of peace since the end of the Cylon 
  War. It is an axiom true to all military organizations 
  throughout recorded history that during long 
  stretches of peace, thinkers supplant doers and 
  Lucas is one of the finest thinkers in a generation. 
  Lucas was a senior cadet when the war ended and 
  thus missed out on any real world knowledge on 
  actual combat that would have exposed his fatally 
  flawed assumptions to the light of day. This left 
  Lucas with his undeniably brilliant theories and 
  during the long armistice, these theories were 
  sufficient to propel him to the heights of success 
  within a peacetime Colonial Fleet.     
   
  During fleet maneuvers, Lucas has been generally 
  successful, but he has been outmaneuvered more 
  frequently than he would like. However, anytime he 
  is bested he chalks it up to ‘problems in execution’ 
  due to being saddled with unimaginative officers 
  unable to grasp the nuances of his battle plans 
  rather than any fault with the plans themselves.   
  When ever he has been defeated, he sequesters 
  himself to run endless computer simulations until 
  he feels he has again developed a new unbeatable 
  theory. One thing that Lucas will never see is that 
  his theories could be the source of the problem as 
  he is steadfast in his belief in himself. It has 
  however, become a dark secret within the Fleet 
  that Lucas might not be as sharp as his reputation 
  makes him out to be.     
   
  Admiral Orrin Saund
  Admiral Orrin Saund
  Admiral Orrin Saund
  Admiral Orrin Saunders 
  ers 
  ers 
  ers     
  Position: Commander Ninth Fleet  
   
   
  AGL d8, STR d6, VIT d4, ALE d12, INT d12, WIL 
  d12; INIT d8+d12, Life Points 14  
  Assets: Cool Under Fire d8, Formidable Presence 
  d8, Photographic Memory d2, Political Pull d12 
  Complications: Duty d10, Elderly d6, Prejudice d4 
  (Anyone under 50), Slow Mover d2 
  Skills: Discipline d6 / Intimidation d10 / Leadership 
  d8 / Morale d10, Guns d2, Influence d6 / 
  Bureaucracy d10 / Politics d10 / Persuasion d10, 
  Knowledge 
  d6 
  / 
  History 
  d10, 
  Mechanical 
  Engineering d6, Perception d6 / Strategy d12 / 
  Tactics d12, Technical Engineering d4  
  Background: Orrin Saunders is a survivor and the 
  ultimate proof of this is the fact that he survived 
  having five ships shot out from under him during 
  the Cylon War. Saunders was considered just too 
  ornery to die and not only survived the war he 
  survived long enough to become the oldest admiral 
  in the Fleet. Despite being somewhat frail due his 
  advanced years, his back is still as straight as it 
  ever was and his scarecrow like appearance is 
  more than enough to unnerve even the bravest of 
  officers. Saunders is the last of his era still on 
  active duty and he is quick to point out that the 
  latest generation of sailors isn’t up to the standards 
  of his day. Among those serving in the Ninth Fleet, 
  it is uncertain whether its Saunders’ mind or his 
  tongue that is the sharper of the two, but one thing 
  is certain, he is as cool as ice under any 
  circumstance, regardless of situation.  
   
  If Saunders has a flaw, it is that he has become 
  staid and hidebound, unwilling to accept new 
  things without a fight. It was his intransigence over 
  networking that caused the Ninth Fleet to be the 
  last in fielding the Command Network Program. 
  While Admiral Stark considers him to be a hero of 
  the first order, it is clear that Saunders is overdue 
  for retirement. However, while he may be outdated 
  in his way of thinking, there is nothing wrong with 
  his ability to think and Saunders is not only aware 
  of Stark’s intentions, he has managed to frustrate 
  his usually more politically adept superior efforts to 
  put him out to pasture. What Saunders doesn’t 
  know is the reason Stark has been unsuccessful is 
  that his attention is more focused on keeping 
  President Adar’s budget cuts at bay.    
   
      
  
   
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  Admiral Electra Korban 
  Admiral Electra Korban 
  Admiral Electra Korban 
  Admiral Electra Korban     
  Position: Commander Tenth Fleet 
   
   
  AGL d8, STR d8, VIT d10, ALE d8, INT d10, WIL 
  d10; INIT d8+d8, Life Points 22  
  Assets: Cool Under Fire d4, Formidable Presence 
  d4, Political Pull d6, So Say We All d4, Tough d4 
  Complications: Anger Issues d4, Duty d10  
  Skills: Athletics d6 / Dodge d8, Discipline d6 / 
  Intimidation d8 / Leadership d10, Guns d6 / Pistols 
  d8 / Rifles d8, Influence d6 / Bureaucracy d8 / 
  Politics d8 / Persuasion d10, Knowledge d4, 
  Mechanical Engineering d2, Perception d6 / 
  Strategy d10 / Tactics d10, Technical Engineering 
  d4, Unarmed Combat d6  
  Background: Many things are said about Admiral 
  Korban, but the only one anyone says to her face 
  is that she is one tough woman. Korban is both the 
  youngest and newest member of the Admiralty and 
  while she more than earned her position, she is 
  sensitive to anyone that points out either of those 
  facts. Korban was born on Picon to a family with a 
  long history of naval service and there was never 
  any question of her choice of career. Korban has 
  two older and two younger brothers which forced 
  her to grow up able to hold her own at an early 
  age. Never afraid to get physical, Korban is more 
  comfortable among the hardest of marines than at 
  Fleet social functions. This closeness to her 
  marines has gotten her involved in more ground 
  action than most naval officers see in a lifetime 
  and has deeply endeared her to her marines, 
  earning an honorary membership in their ranks.  
   
  Regardless of her penchant for getting up close 
  and personal, she is just as formidable in the CIC 
  of a Battlestar. The Tenth Fleet has one of the 
  highest ratings in readiness and during maneuvers 
  in the Colonial Fleet. These ratings are largely due 
  to Korban’s aggressive leadership and ability to 
  inspire those in her command. While Korban has 
  managed to integrate herself into the seething ego 
  fueled conflicts that are a large part of the inner 
  workings of the Admiralty, there are two of her 
  peers that she does not like. Korban has an open 
  mutual dislike with Admiral Saunders based on his 
  generational bias. A less overt conflict is the 
  contempt she has for Admiral Angelo for him being 
  clearly over his head. This dislike may be covert, 
  but she does take every opportunity to embarrass 
  Angelo at every opportunity.           
   
  Admiral Sebastian Angelo 
  Admiral Sebastian Angelo 
  Admiral Sebastian Angelo 
  Admiral Sebastian Angelo     
  Position: Commander Eleventh Fleet 
   
  AGL d8, STR d10, VIT d10, ALE d8, INT d8, WIL 
  d10; INIT d8+d8, Life Points 20  
  Assets: Friends in Strange Places (Academy 
  Alumni) d6, Good Natured d6, Political Pull d6 
  Complications: Duty d10 
  Skills: Athletics d4, Covert d6, Discipline d6 / 
  Leadership 
  d8, 
  Guns 
  d4, 
  Influence 
  d6 
  / 
  Bureaucracy d10 / Conversation d10 / Persuasion 
  d10 / Politics d12, Knowledge d4, Perception d6 / 
  Strategy d8 / Tactics d8, Performance d6 / Acting / 
  d10, Unarmed Combat d4 
   
  Background: Regardless of any organization’s 
  screening systems, sometimes an individual that is 
  less qualified than those systems are supposed to 
  detect slips through the cracks. Sebastian Angelo 
  is just such a person as he is about as classic an 
  example of ‘it is not what you know but who you 
  know’ as exists in the Twelve Colonies. Angelo’s 
  first advantage was the blind luck of being born to 
  a family with one of the finest records of service in 
  the Fleet. His second advantage is a natural charm 
  that allowed him to cultivate friendships among the 
  most powerful families in the Fleet and at the 
  highest levels of the government. Angelo’s 
  appointment to the Colonial Military Academy was 
  a foregone conclusion and his family ensured that 
  he graduated, if not at the top of his class, at least 
  well enough not to harm his prospects for 
  command. Angelo worked hard to ingratiate 
  himself with every one of his commanders and with 
  the silent assistance from his family and friends, 
  Sebastian moved quietly up the ranks.    
   
  It was therefore no surprise that Angelo attained 
  an appointment to the Admiralty, but what would 
  surprise, at least to those who have never served 
  with him, was just how this prestigious assignment 
  was achieved. If not for the extremely generous 
  use of quid pro quo by the Angelo family that 
  rewarded his battle staff and peers for allowing 
  Sebastian to take credit for plans and ideas 
  beyond his meager capability, Angelo, on his own, 
  would probably never have attained the rank of 
  colonel. Now that he is a member of the Admiralty, 
  he has a staff capable of covering for just about all 
  of his shortcomings, but his shortcomings are such 
  that he has reached as far as his prominent family 
  can push him.       .  
   
  Admiral Calista Dennis 
  Admiral Calista Dennis 
  Admiral Calista Dennis 
  Admiral Calista Dennis     
  Position: Commander Twelfth Fleet 
   
  AGL d8, STR d6, VIT d8, ALE d12, INT d10, WIL 
  d10; INIT d8+d12, Life Points 18 
  Assets: Lady Luck d8, Political Pull d6, Sharp 
  Sense (Vision) d6, So Say We All d4 
  Complications: Duty d10, Memorable d2, Toes 
  the Line d4 
  
   
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  Skills: Athletics d4, Discipline d6 / Leadership d10, 
  Guns d4, Influence d6 / Politics d10 / Persuasion 
  d10, Knowledge d4, Perception d6 / Strategy d8 / 
  Tactics d12+d6, Pilot d6 / Viper d8, Unarmed 
  Combat d4 
   
  Background: Of all her accomplishments, the one 
  that Calista Dennis is most proud of, is being the 
  only member of the Admiralty that started her 
  career as a Viper jock with the call sign of Eagle, 
  short for ‘eagle eye’ because of her phenomenal 
  vision. There is however, one huge drawback, of 
  which even Dennis doesn’t know about, to her 
  background that has limited her abilities as an 
  admiral and that is, by coming up as a fighter pilot, 
  her ability to see the big picture has been restricted 
  to that of the ‘cockpit’ view. While widely 
  acknowledged to be brilliant at the close fight, her 
  rudder and stick mentality limits her performance 
  when dealing with the more complex environment 
  of fleet maneuvers.      
   
  Dennis is famous for her strict adherence to Fleet 
  regulations, even when she was a fighter pilot and 
  it was following the rules that she believes helped 
  her survive the Cylon War. However, her squadron 
  mates will say that it was not sticking to the rules 
  that saved Dennis from more than her fair share of 
  impossible 
  situations 
  it 
  was 
  skill, 
  skill 
  supplemented by more luck than any one person 
  had a right to have.  
   
  Regardless of how she survived the war, survive 
  she did and her natural talents led her to make the 
  shift from the cockpit to the command deck of a 
  Battlestar right after the armistice with the Cylons. 
  Showing an instinctive grasp of how to best 
  implement the massive firepower of her new 
  command, Dennis was soon promoted to flag rank 
  and then to the rarified air of the Admiralty. Calista 
  is by no means an attractive woman, being big-
  boned and muscular from her many years in the 
  cockpit, but she carries herself with such authority 
  that she is her own form of stunning.   
   
  General Cassius Krag 
  General Cassius Krag 
  General Cassius Krag 
  General Cassius Krag     
  Position: Chief of Marine Corps Operations 
  AGL d8, STR d8, VIT d12, ALE d8, INT d8, WIL 
  d10; INIT d8+d8, Life Points 22  
  Assets: Brawler d4, Cool Under Fire d6, 
  Formidable Presence d6, Political Pull d6, Split 
  Second Timing d4 
  Complications: Duty d10, Out for Blood d4, 
  Prejudice (Civilians) d4 
  Skills: Athletics d6 / Dodge d8, Discipline d6 / 
  Intimidation d10 / Leadership d10, Guns d6 / 
  Pistols d8 / Rifles d10, Influence d6 / Politics d10 / 
  Persuasion d8, Knowledge d4, Perception d6 / 
  Strategy d10 / Tactics d10, Unarmed Combat d6 / 
  Brawling d10 
   
  Background: From the day he enlisted, Krag 
  knew that one day he’d be the Sergeant Major of 
  the Marine Corps. When the Cylon War broke out, 
  he was a gunnery sergeant in charge of a rifle 
  platoon. During a battle on Leonis in the most 
  savage ground action of the war, Krag found 
  himself the senior surviving marine in his rifle 
  company. Being the consummate professional, 
  Krag took command and inspired his unit to hold 
  its position against overwhelming odds for thirty-six 
  hours 
  before 
  being 
  relieved 
  by 
  Colonial 
  reinforcements. Krag was one of only 18 marines 
  to survive out of a company of 156. Krag earned 
  the Arrow of Apollo for his actions as well as a 
  battlefield promotion and by the end of the war, he 
  was a major.  
   
  During the peace that followed, Krag was given the 
  opportunity to obtain the education required in his 
  new life as an officer and after graduating first in 
  his class, Krag’s new objective of Chief of Marine 
  Corps Operations was his only goal. Due in large 
  part to his unparalleled leadership and tactical 
  skills, Krag advanced steadily through the ranks 
  and to no one’s surprise, obtained his long sought 
  after goal, that of CMCO. Never forgetting his 
  enlisted roots, Krag makes sure none of his 
  officers forget that the reason for the Corps 
  existence is field craft. To this end, he prefers a 
  field tent to any other form of headquarters. The 
  war left two major marks on Krag, one is an 
  unmitigated hatred of Cylons and an austere 
  outlook that has bred in him contempt for anything 
  he sees as soft and this includes civilians, all 
  civilians regardless of position. This second 
  opinion he has largely managed to keep to himself, 
  but his hatred of Cylons is open knowledge to 
  everyone.     
  
   
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  Have you forgotten who the Enemy is? 
  
   
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  TTTTHE 
  HE 
  HE 
  HE CCCCOLONIAL 
  OLONIAL 
  OLONIAL 
  OLONIAL M
  M
  M
  MARINE 
  ARINE 
  ARINE 
  ARINE CCCCORPS
  ORPS
  ORPS
  ORPS    
   
     
  
   
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  “To be a successful commander at any level, you must 
  know about logistics and you had better make sure that 
  they're ready when you are.   To be blunt - make 
  sure you have enough tylium, beans, bullets and 
  bandages for the job and on the job.  — General M. 
  Carli., CMC - Commandant of the Marine Corps, cy 43 
   
  Although the Articles of Colonization provide for a 
  unified Colonial Defence Force, it also recognises 
  the problems with deploying Planetary Forces off-
  world.   The Colonial Marine Corps (CMC) is the 
  principal rapid-deployment infantry arm of the 
  Colonial Fleet and the Twelve Colonies of Kobol.  
  Colonial Marines specialize in rapid strike, close-
  quarters assault and urban warfare, as well as 
  providing many of the security functions of the 
  Colonial Fleet.  Colonial Marines serve as the 
  Colonies’ primary assault and insertion teams.   
      
  Although the term ‘Marine’ had its roots in 
  describing a soldier who fought from ships at sea, 
  in the modern era it has become synonymous with 
  those forces of soldiers who specialize in rapid 
  response, 
  high 
  mobility, 
  and 
  close-quarters 
  combat.  When supported by the Colonial Fleet, 
  Colonial Marines are able to strike and operate far 
  from their supporting bases and serve in space, 
  air, on sea, and land. 
      
  While air and space superiority are critical to 
  shaping the outcome of battle, these elements are 
  considered a “macro” solution - brute force 
  applications to large scale problems.  To effect 
  local solutions and make changes at a personal 
  level, you need boots on the ground.  It is not 
  enough to simply control the space surrounding a 
  target - you must be able to affect changes at the 
  city, street, and personal level as well. 
      
   
  CCCCORPS 
  ORPS 
  ORPS 
  ORPS SSSSTRENGTH
  TRENGTH
  TRENGTH
  TRENGTH    
   
  At present, Colonial Marine Corps strength stands 
  at 215,000 Marines, formed into four combat 
  divisions and four aerospace wings, plus the 
  support services organic to these formations.  This 
  number has declined from a peak of 320,000 at 
  two years after the Cylon War.   Reserve 
  manpower stands at around 75,000, comprising a 
  fifth division and aerospace wing. 
      
  The CMC forms the major ground strike element of 
  the Colonial Fleet, and, along with the rest of the 
  CDF, is tasked with maintaining the collective 
  security of all Colonial signatories.  In addition it is 
  tasked 
  with 
  carrying 
  out 
  ground 
  combat 
  operations, Orbital operations and ship-board 
  security. Operating in tandem with local forces, or 
  the Planetary Defence Force, the CMC is often the 
  first line of defence, providing stalling actions until 
  reinforcements can be sent in. 
   
   
  CCCCORPS 
  ORPS 
  ORPS 
  ORPS OOOORGANIZATION
  RGANIZATION
  RGANIZATION
  RGANIZATION    
   
  The Colonial Marine Corps is broadly split into two 
  parts: the supporting establishment and the 
  operating forces. The supporting establishment 
  includes 
  recruiting, 
  training, 
  research 
  and 
  development, 
  administration, 
  and 
  logistical 
  support. This essentially non-fighting part of the 
  Colonial Marine organization is essential if the 
  Corps is to perform its mission. The operating 
  forces are the fighting arm of the Marines, 
  organized and maintained as a force-in-readiness. 
  Some 59 percent of all Marines are in the 
  operating forces which are under the direct orders 
  of Fleet Command Staff, with command posts at 
  Picon Fleet Headquarters on Picon and Delphi 
  Barracks on Caprica. To enable it to project 
  fighting power effectively, the Colonial Marine 
  Corps is organized into Marine Space Forces 
  (MSFs). There are three in all: MSF Canceron, 
  MSF Caprica and MSF Tauron. In practise, these 
  are administrative designations, the practicalities of 
  operations requiring the breakdown of operating 
  forces into autonomous task forces of regimental 
  size or less. 
   
  The Marine Space Forces are integral parts of the 
  Colonial Battlestar Groups (BSG’s), and are 
  subject to the operational control of the fleet 
  commanders.   Marines can be found in two 
  different roles within the fleet.   Those in Fleet 
  Security Roles are usually (via Marine Officers) 
  subject to either the Base or Ship Commander’s 
  orders and the chain of command is appended to 
  that of the Fleets.    Non-security Marines operate 
  directly through their own chain of command and 
  Fleet Officers are, in those circumstances, 
  appended to the Marine chain of command.   The 
  Marine Space Forces contain both ground and 
  aerospace elements transported aboard Colonial 
  Fleet ships [see Marine Battle Group in the Fleet 
  Section]. 
      
  The Colonial Marine Division is the basic ground 
  element of the Marine Space Forces (although 
  MSF Caprica consists of two divisions). It is 
  essentially a balanced force of combat, support 
  
   
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  and service elements. Organized around three 
  infantry regiments, the division is especially 
  designed to execute the orbital assault mission, 
  and is capable of sustained surface operations. 
   
  The Colonial Marine Aerospace Wing is the 
  aerospace combat element of the Marine Space 
  Force. Designed for aerospace support and the air 
  mobility mission, the aerospace wing is essentially 
  an administrative formation, since much of its 
  fighting strength is directly attached to the Colonial 
  Marine division. Typically, a Marine aerospace 
  wing operates some 400 dropships, 50 heavy-lift 
  shuttles and 150 Raptors or Mk II/Mk VII Vipers 
  configured for ground support missions. 
      
  Using the assets of the division, wing and 
  supporting units, the Marine Space Forces can 
  form task organizations of any size appropriate to 
  the mission. 
     
  All Colonial Marine units are kept in an advance 
  state of readiness, ready to respond to all 
  commitments in their theatre of operations. Marine 
  Space Force, Caprica, is capable of reinforcing 
  either of the other two MSFs and has embarked 
  the 1st and 2nd Colonial Marine Brigades as well 
  as the 2nd Marine Aerospace Wing for rapid 
  forward deployment. 
   
   
  RRRRECRUITMENT AND 
  ECRUITMENT AND 
  ECRUITMENT AND 
  ECRUITMENT AND TTTTRAINING
  RAINING
  RAINING
  RAINING    
   
  Every year, over 2,000 new Marine officers are 
  commissioned and 35,000 recruits accepted and 
  trained or seconded from other arms. 
   
  Commissioned officers are commissioned mainly 
  through one of three sources: Colonial Reserve 
  Officer Training Corps (CROTC), Colonial Officer 
  Candidates School (COCS), or the Colonial Naval 
  Academy (CNA).   Secondment from the Planetary 
  Defence Force (and vice-versa) of experienced 
  officers helps leaven this and provides necessary 
  liaison and cross-training expertise. Following 
  commissioning, all Marine commissioned officers, 
  regardless of accession route or further training 
  requirements, attend The Basic School (TBS). At 
  TBS, lieutenants and warrant officers learn the art 
  of infantry and combined arms warfare. Along with 
  the concept that "Every Marine is a rifleman", 
  every officer is qualified to be an infantry platoon 
  commander. 
      
  Enlisted Marines attend recruit training, known as 
  "boot camp". Females attend only the Dodona 
  Island depot as part of the segregated Fourth 
  Recruit Training Battalion. All recruits must pass a 
  fitness test to start training; those who fail receive 
  individualized attention and training until the 
  minimum standards are reached. 
      
  Following recruit training, enlisted Marines then 
  attend School of Infantry training. Infantry Marines 
  begin their combat training, which varies in length, 
  immediately with the Infantry Training Battalion 
  (ITB). All Marines train for 29 days in Marine 
  Combat Training (MCT), learning common infantry 
  skills. 
   
   
  SSSSPECIAL 
  PECIAL 
  PECIAL 
  PECIAL OOOOPERATIONS
  PERATIONS
  PERATIONS
  PERATIONS 
      
  "Why did you shoot only once? There's no additional 
  paperwork for shooting someone twice!" -- Firearms 
  Instructor debriefing after a shooting exercise. 
   
  Force Reconnaissance units (usually known as 
  Force Recon) provide the Colonial Marine Corps 
  with 
  a 
  long-range 
  reconnaissance 
  special 
  operations capability.  
   
   
  Recruitment and Training
  Recruitment and Training
  Recruitment and Training
  Recruitment and Training for Spe
   for Spe
   for Spe
   for Special 
  cial 
  cial 
  cial 
  Operations
  Operations
  Operations
  Operations    
   
  Troops are selected for Force Recon on the basis 
  of their performance in basic military training and in 
  the field, and must meet exacting physical 
  standards, including the ability to do 50 push-ups 
  and 60 sit-ups, each in two minutes, do six chin-
  ups, run two miles in less than 15 minutes and 
  pass the Combat Water Survival Test, consisting 
  of a 50 meter unassisted swim in battle dress 
  uniform, a blindfold 3-meter drop into deep water 
  and equipment removal while submerged.  
   
  A five-mile run in formation, a 12-mile road march 
  with rucksack and basic infantry skills tests must 
  also be completed prior to acceptance to Force 
  Recon training. 
   
  They must be Zero-G and airborne qualified or 
  eligible for that training, grade E-4 (promotable) or 
  higher, and qualify for a “Secret” clearance. Officer 
  candidates must possess a “Secret” clearance 
  prior to arrival at the selection phase and be 
  eligible for a “Top Secret” clearance. 
      
  Force Recon training is among the most strenuous 
  and demanding available to Colonial soldiers. The 
  
   
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  candidate must attend the four-week-long Force 
  Recon 
  Indoctrination 
  Program 
  which 
  hones 
  weapons and other combat skills and introduces 
  the standard operation procedures of the Force 
  Recon 
  Battalions. 
  After 
  several 
  months’ 
  familiarization duty with a Force Recon Battalion, 
  the candidate is sent to Force Recon School. 
   
  Force Recon School lasts 91 days – with an 
  average of nearly 20 standard hours of training a 
  day – and is conducted in four phases: The first 
  concentrates on leadership skills and small-unit 
  tactics, as well as intensive physical training and 
  mental stress. In the second phase trainees are 
  given exhaustive training in reconnaissance, 
  patrol, raiding and ambush techniques, as well as 
  mountaineering and land navigation under combat 
  conditions. The third phase consists of small-unit 
  exercises conducted under jungle and swamp 
  conditions with a distinct emphasis on amphibious 
  operations.  The fourth and final phase includes 
  extensive zero-gravity and-high gravity training in 
  vacuum and hostile-environment conditions, ship 
  boarding actions, orbital drops, simulated crash 
  and recover scenarios and similar 
   
  The philosophy of Force Recon School is to force 
  trainees to exercise creative leadership under 
  conditions of extreme stress and exhaustion. Less 
  than 40% of candidates complete the program. 
   
   
  Force Recon Unit Organization
  Force Recon Unit Organization
  Force Recon Unit Organization
  Force Recon Unit Organization    
   
  A Force Reconnaissance Company is assigned to 
  each Marine Space Force. This company consists 
  of a headquarters with five officers and 26 enlisted 
  men, a supply services platoon with one officer 
  and 35 enlisted men, and six reconnaissance 
  platoons, each with one officer and 14 enlisted 
  men. 
   
   
  Force Recon Marine
  Force Recon Marine
  Force Recon Marine
  Force Recon Marine    
  Agi d10, Str d8, Vit d10, Ale d10, Int d8, Wil d8; 
  LP 20; Init d10+d8 
  Traits Athlete d4, Cool Under Fire d2, Duty 
  (Colonial Marines) d6, Prejudice (Civilians) d4, So 
  Say We All d4, Tough d8 
  Skills Athletics d6, Covert d6 / Stealth d8, 
  Discipline d6 / Leadership d8, Guns d6 / Assault 
  Rifle d8 / Pistol d10, Influence d6 / Intimidation d8, 
  Melee Weapon Combat d6 / Knife d8, Perception 
  d6 / Tactics d8, Ranged Weapons d6, Survival d4, 
  Unarmed Combat d6 
  Equipment Assault Rifle (DMG d8 W, RNG 150 
  yards, MAG 30), Battle Dress Uniform (AR 3W, -1 
  Agi/Ale; includes load-bearing vest, helmet, gloves, 
  goggles, knee and elbow pads), Handheld 
  Wireless Communicator, Medkit, Pistol (DMG d6 
  W, RNG 12 yards, MAG 15), Knife (DMG d2 W) 
   
   
  CMC
  CMC
  CMC
  CMC    RRRRIFLE 
  IFLE 
  IFLE 
  IFLE PPPPLATOON 
  LATOON 
  LATOON 
  LATOON OOOORGANIZATION AND 
  RGANIZATION AND 
  RGANIZATION AND 
  RGANIZATION AND 
  EEEEQUIPMENT
  QUIPMENT
  QUIPMENT
  QUIPMENT    
   
  A rifle squad consists of four Marines, including a 
  Lance Corporal and Privates/Privates First Class. 
  Each squad divides into two-man fire-teams: the 
  Rifle Team and the Gun Team. The Rifle Team 
  consists of a pair of riflemen assigned together on 
  the `buddy' system, both equipped with assault 
  rifles. The Gun Team is made up of a rifleman with 
  an assault rifle and an automatic rifleman carrying 
  a machine gun. 
   
  Two squads, led by a Sergeant, make up a 
  section. Two sections, led by a Lieutenant, form a 
  rifle platoon, for a total paper strength of 19 
  Marines. 
    
  Colonial Marine, Team Leader
  Colonial Marine, Team Leader
  Colonial Marine, Team Leader
  Colonial Marine, Team Leader 
  Agi d10, Str d8, Vit d10, Ale d10, Int d8, Wil d8; 
  LP 20; Init d10+d8 
  Traits Athlete d4, Cool Under Fire d2, Duty 
  (Colonial Marines) d6, Prejudice (Civilians) d4, So 
  Say We All d4, Tough d8 
  Skills Athletics d6, Covert d6 / Stealth d8, 
  Discipline d6 / Leadership d8, Guns d6 / Assault 
  Rifle d8 / Pistol d10, Influence d6 / Intimidation d8, 
  Melee Weapon Combat d6 / Knife d8, Perception 
  d6 / Tactics d8, Ranged Weapons d6, Survival d4, 
  Unarmed Combat d6 
  Equipment Assault Rifle (DMG d8 W, RNG 150 
  yards, MAG 30), Battle Dress Uniform (AR 3W, -1 
  Agi/Ale; includes load-bearing vest, helmet, gloves, 
  goggles, knee 
  and elbow pads), Handheld 
  Wireless Communicator, Medkit, Pistol (DMG d6 
  W, RNG 12 yards, MAG 15), Knife (DMG d2 W) 
    
  Colonial Marine, Rifleman
  Colonial Marine, Rifleman
  Colonial Marine, Rifleman
  Colonial Marine, Rifleman 
  Agi d10, Str d8, Vit d10, Ale d8, Int d6, Wil d6; 
  LP 20; Init d10+d8 
  Traits Athlete d4, Cool Under Fire d2, Duty 
  (Colonial Marines) d6, Prejudice (Civilians) d4, 
  Tough d8 
  Skills Athletics d6, Covert d6 / Stealth d8, 
  Discipline d4, Guns d6 / Assault Rifle d8 /  
  Pistol d10, Influence d6 / Intimidation d8, Melee 
  Weapon Combat d6 / Knife d8, Perception d6, 
  
   
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  Ranged Weapons d6, Survival d4, Unarmed 
  Combat d6 
  Equipment Assault Rifle (DMG d8 W, RNG 150 
  yards, MAG 30), Battle Dress Uniform (AR 3W, -1 
  Agi/Ale; includes load-bearing vest, helmet, gloves, 
  goggles, knee and elbow pads), Handheld 
  Wireless Communicator, Medkit, Pistol (DMG d6 
  W, RNG 12 yards, MAG 15), Knife (DMG d2 W) 
    
  Colonial Marine, Automatic Rifleman
  Colonial Marine, Automatic Rifleman
  Colonial Marine, Automatic Rifleman
  Colonial Marine, Automatic Rifleman 
  Agi d10, Str d8, Vit d10, Ale d8, Int d6, Wil d6; 
  LP 20; Init d10+d8 
  Traits Athlete d4, Cool Under Fire d2, Duty 
  (Colonial Marines) d6, Prejudice (Civilians) d4, 
  Tough d8 
  Skills Athletics d6, Covert d6 / Stealth d8, 
  Discipline d4, Guns d6 / Machine Gun d8 /  
  Pistol d10, Influence d6 / Intimidation d8, Melee 
  Weapon Combat d6 / Knife d8, Perception d6, 
  Ranged Weapons d6, Survival d4, Unarmed 
  Combat d6 
  Equipment Machine Gun (DMG d10 W, RNG 300 
  yards, MAG belt-fed), Battle Dress Uniform (AR 
  3W, -1 Agi/Ale; includes load-bearing vest, helmet, 
  gloves, goggles, knee and elbow pads), Handheld 
  Wireless Communicator, Medkit, Pistol (DMG d6 
  W, RNG 12 yards, MAG 15), Knife (DMG d2 W) 
   
  Hospital Corpsman
  Hospital Corpsman
  Hospital Corpsman
  Hospital Corpsman    
  Agi d8, Str d6, Vit d6, Ale d8, Int d8, Wil 
  d6; 
  LP 12, Init d8+d8 
  Traits Cool Under Fire d4, Good-Natured 
  d2, Duty (Hospital Corpsman Pledge) d6 
  Skills Athletics d6, Covert d4, Discipline d6, 
  Guns d6, Influence d6, Medical Expertise d6 
  / First Aid d10 / Surgery d8, Melee Weapon 
  Combat d4, Perception d6, Ranged Weapons 
  d4, Survival d4, Unarmed Combat d4 
  Equipment Hospital Corps Pouch (small; 
  contains 
  bandages, 
  diagnosis 
  tag 
  with 
  pencil, tubes of tincture of iodine, bottle of 
  ammonia, tourniquets, sublimated gauze, 
  jack knife, spool adhesive plaster, roll wire 
  for splints, pins, scissors, and forceps), 2 
  Canteens, Medical Helmet (AR 4 W; -1 Ale), 
  Pistol (DMG d6 W, RNG 12 yards, MAG 10) 
   
  Colonial Marine Sniper
  Colonial Marine Sniper
  Colonial Marine Sniper
  Colonial Marine Sniper    
  Agi d10, Str d8, Vit d8, Ale d10, Int d6, W
  il d6; 
  LP 16, Init d10+d10 
  Traits Athlete d4, Cool Under Fire d2, Duty 
  (Colonial Marines) d6, Prejudice (Civilians) 
  d4, Talented (Covert / Camouflage, Covert / 
  Stealth) d4, Tough d4 
  Skills Athletics d6, Covert d6 / Camouflage 
  d8 / Stealth d10, Discipline d4, Guns d6 / 
  Rifles d12, Influence d4, Melee Weapon 
  Combat d6, Perception d6, Ranged Weapons 
  d6, Survival d6, Unarmed Combat d6 
  Equipment Rifle (DMG d8 W, RNG 350 
  yards, MAG 6), Ghillie Suit, Day/Night 
  Goggles, Handheld Wireless Communicator, 
  Medkit, Pistol (DMG d6 W, RNG 12 yards, 
  MAG 15), Knife (DMG d2 W) 
   
   
   
   
  M
  M
  M
  MARINE 
  ARINE 
  ARINE 
  ARINE DDDDIVISION
  IVISION
  IVISION
  IVISION    OOOORGANISATION
  RGANISATION
  RGANISATION
  RGANISATION::::    
   
  • 
  Division, commanded by a Major General, of 
  three infantry regiments and an artillery 
  regiment.  
  • 
  Brigade/Marine Space Force made up of 
  assigned Battalions from the Regiments 
  • 
  Regiment, commanded by a Colonel consists 
  of three Rifle battalions, a light armoured 
  battalion, an Artillery battalion and a recon 
  company 
  • 
  Battalion consists of three rifle companies, 
  one weapons company, and one Headquarters 
  and Service Company, commanded by a 
  Lieutenant Colonel.  The Headquarters and 
  Service Company, consists of a headquarters 
  platoon, a communications platoon, a service 
  platoon, and the Battalion Aid Station. It is led 
  by a Captain.  
  • 
  Rifle Company consists of three rifle platoons, 
  a weapons platoon, and support staff. A 
  weapons company will substitute for the rifle 
  platoons an 81 mm mortar platoon, an anti-
  armour platoon, and a heavy machine gun 
  platoon.  
  • 
  A rifle platoon consists of two sections of 8 
  men each, and a headquarters element made 
  up of a Platoon Leader, a Platoon Sergeant 
  and a Fleet Medic. The Platoon Sergeant 
  advises the Platoon leader, usually a 2nd or 
  1st Lieutenant, in making decisions. A 
  weapons platoon will substitute for the squads 
  a 60mm mortar section, an assault section, 
  and a medium machine gun (M240G) section. 
  It is led by a 2nd or 1st Lieutenant.  
  
   
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  • 
  A section is made up of two squads, with a 
  Corporal or Sergeant leading one team and a 
  Lance-Corporal or Corporal the other. 
  • 
  A squad is the basic element of the Corps.  A 
  rifle squad consists of four Marines, including a 
  Lance Corporal and Privates/Privates First 
  Class. Each squad divides into two-man fire-
  teams: the Rifle Team and the Gun Team. The 
  Rifle Team consists of a pair of riflemen 
  assigned together on the `buddy' system, both 
  equipped with assault rifles. The Gun Team is 
  made up of a rifleman with an assault rifle and 
  an automatic rifleman carrying a machine gun. 
   
    
  SSSSPECIAL 
  PECIAL 
  PECIAL 
  PECIAL CCCCOMBAT 
  OMBAT 
  OMBAT 
  OMBAT RRRRULES
  ULES
  ULES
  ULES    
   
  Machineguns 
  A machine gun is a fully-automatic mounted or 
  portable firearm, usually designed to fire rifle 
  cartridges in quick succession from an ammunition 
  belt or large-capacity magazine, typically at a rate 
  of several hundred rounds per minute. Unlike 
  assault rifles and submachine guns, machineguns 
  are intended for use primarily in auto fire mode. As 
  a result, many machineguns do not even offer 
  selective fire, and do not have a semiautomatic 
  setting. Short, controlled bursts are necessary to 
  maintain control, and to keep barrel temperature 
  down. 
    
  Auto fire: One auto fire attack roll expends 50 
  bullets of a machinegun's ammo against one 
  target. The weapon's damage die gains a +4 step 
  bonus. Auto fire is an action, and no other attack 
  action is possible that turn. Auto fire cannot be a 
  called shot. 
    
  Spray: Spray fire uses as many bullets as auto fire 
  but directs them at an area roughly 5–10 feet wide, 
  not at a single target. As long as the attack roll 
  meets an EASY (3) Difficulty, everyone and 
  everything in that area must defend against the 
  attack. Cover bonuses to Difficulty are halved 
  (rounded up). Those that are hit suffer a +1 step to 
  the machinegun's damage die. An Extraordinary 
  Success on the attack roll adds an extra stepped-
  up die to the damage roll. Spray fire is an action, 
  and no other attack action is possible that turn. 
  Spray cannot be a called shot.  
    
  Belt-fed Weapons: Weapons fed by a belt offer 
  the advantage of a large source of ammunition. 
  However, they have some disadvantages. 
    
  Ammunition: Belts are available in ball or tracer 
  ammunition and consist of 100 bullets.  They can 
  be combined or broken to any length. Two 100-
  bullet belts, for example, can be connected to 
  create 200-bullet belt. Although no roll is required 
  to do so, connecting or splitting a belt is an action. 
    
  Loading: Because loading a belt-fed weapon is 
  time-consuming, no other action is possible that 
  turn. A new belt can be connected to a loaded belt 
  provided the loaded belt has 5 or more bullets. 
  Connecting a new belt is an action. 
    
  Assistance: If a machinegun that is not on a tripod 
  or mount is fired by a single user, the user suffers 
  a –2 step Skill penalty. An assistant gunner is 
  necessary to prevent the belt from twisting or 
  tangling. Assisting is an action and eliminates the 
  Skill penalty. 
    
  Hot Barrels: Machineguns fire powerful round at a 
  high rate of fire. In most role-playing scenarios, 
  barrel heat should not be an issue. However, if a 
  machinegun is fired every turn for ten or more 
  consecutive turns, its barrel overheats and the 
  user suffers a -1 Skill step penalty. Every turn 
  thereafter, the penalty increases by one step. At -5 
  Skill step, a weapon failure occurs and the 
  machine gun cannot be fired anymore. 
  An overheated barrel cools in 20 turns (1 minute), 
  at which point it can be used again without penalty. 
  If an extra barrel is available, it can be swapped in. 
  Doing so takes two full-turn actions, but if someone 
  is available to help, it can be swapped with an 
  action from each person. 
  
   
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  PPPPLLLLANETARY 
  ANETARY 
  ANETARY 
  ANETARY DDDDEFENCE 
  EFENCE 
  EFENCE 
  EFENCE NNNNETWORK
  ETWORK
  ETWORK
  ETWORK    
   
   
  
   
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  “This is an official Colonial Government 
  Broadcast.   All Ministers and Officials should 
  now go to Case Orange.” 
   
   
  The fleet keeps the Cylons away from the planets.   
  Or tries to.   And the Marines allow the Fleet to 
  respond instantly to any threat.    But there aren’t 
  that many of them. 
   
  During the Cylon War it was all the Colonies could 
  do to keep the Cylons at bay, in space and on 
  each planet.   And the Colonies were slowly losing.   
  Once the war was over, a great deal of 
  expenditure 
  went 
  into 
  expanding 
  the 
  fleet.    
  Without the fleet, any invasion force could have 
  unimpeded access to any of the Colonies.    But it 
  was also recognised that the Cylons might be able 
  to get around that and still invade. 
   
  Local Government forces varied widely from planet 
  to planet, armed, equipped and organised to 
  different standards, with no co-operation to the 
  Fleet.     Some of these forces were ill-equipped to 
  deal with an invasion. 
   
  Although none of the Planetary Governments 
  would give up their own ground forces, they did 
  agree to contribute to the third tier of the Colonial 
  Defence Forces – the Planetary Defence Forces. 
   
  PPPPURPOSE
  URPOSE
  URPOSE
  URPOSE    
   
  The Planetary Defence Forces give the Colonial 
  Government a defensive force on each planet, that 
  answers to the Colonial Government and around 
  which local ‘Sovereign’ forces can be rallied. 
   
  The Colonial Defence Forces on each planet are 
  made up of a number of types of force.   Each 
  answers to a single commanding General that 
  commands all on-planet Colonial Forces.    There 
  are times when this puts the General in conflict 
  with an Admiral but the simple rule is that, if its on 
  the planet, the General gives the orders in combat. 
   
   
  AAAAIR 
  IR 
  IR 
  IR FFFFORCE
  ORCE
  ORCE
  ORCE      
   
  The various Pen’s field a total of 535 combat 
  squadrons of either Air-only (e.g. the Firecat) or 
  limited range orbital fighters (such as the Sentinel).     
  Craft such as the latest Firecat are more than a 
  match for the heavier 3-man Cylon attack fighters 
  and a small number of older Vipers are retained for 
  Extra-Orbital defence.     Each squadron is made 
  up of 20 fighters, backed by transport aircraft, 
  technical 
  and 
  administrative 
  personnel 
  and 
  protected by a single Air Defence Platoon and 
  another Ground Defence Company.     
   
  The pilots of the Air Force are every bit as capable 
  as their brothers in the fleet but many do not have 
  the skills to fight extra-atmospheric fighters 
  (usually due to Zero-G intolerance).   In 
  atmosphere, though, they are every bit as good as 
  those who fly Vipers for the fleet. 
   
  Equipment:   The Air Force fields four standard 
  fighters: 
   
  W38 Firecat Fighter – 270 Squadrons 
  W117 Sentinel Orbital Fighter – 192 Squadrons 
  Viper Mk1 – for extra-orbital roles – 36 Squadrons 
  W17 Thunderchild Strike Fighter - 24 Squadrons 
  V4 Vulcan Bomber – 13 Squadrons 
   
  In addition the Air Force has a total of 450 
  Transport Squadrons.  Each squadron fields 40 
  heavy shuttles, designed so that each planet can 
  move an entire division in one airlift.  
   
  All of the aircrafts guns are standardised to Fleet 
  specifications – so the guns and ammunition used 
  by either service can be substituted for the other 
  where needed. 
   
   
  AAAAIR 
  IR 
  IR 
  IR SSSSQUADRONS
  QUADRONS
  QUADRONS
  QUADRONS    
   
  All air training, whether Fleet, Marine, orbital or air, 
  use the same Colonial Flight schools.  A 
  Squadron, then, is the same throughout the 
  Colonial 
  Defence 
  Forces 
  (excepting 
  the 
  Independent Viper Squadrons) and comprises of 
  twenty active aircraft, separated into five flights of 
  four aircraft each. 
   
  In addition to the combat strength of the Squadron, 
  other aircraft such as Raptors, shuttles, transport 
  craft may be assigned, together with a few reserve 
  aircraft.     
   
  
   
  44445555
  The full structure of a squadron depends greatly on 
  its deployment.   For instance, a squadron in Fleet 
  service, attached to a Battlestar, can rely on the 
  Battlestar for support, and reserve craft are 
  assigned out of a general pool belonging to that 
  warship. 
   
  On the other hand, a squadron operating out of a 
  local base must also have a defending company 
  assigned to it, requires more logistics and any 
  spare craft must be kept up on the Squadrons 
  books. 
   
  To lessen this overhead burden, many Squadrons 
  are grouped into Wings of two or more squadrons, 
  both based at the same station (or at two very 
  close stations). 
   
  A group may be formed for logistical supply of both 
  Wings and Squadrons and there is a Planetary 
  Group which provides this for all on-planet Air 
  Assets. 
   
   
  SSSSTRATEGIC 
  TRATEGIC 
  TRATEGIC 
  TRATEGIC M
  M
  M
  MISSILE 
  ISSILE 
  ISSILE 
  ISSILE FFFFORCE
  ORCE
  ORCE
  ORCE::::     
   
  If the Air Force’s purpose is to deny Air Superiority 
  to the enemy, they would be easily outclassed if 
  there was no way to deal with the base-stars.   For 
  this purpose, the SMF was created.   Originally, 
  missile forces were part of each Colony’s own 
  military forces.    When the Articles of Colonisation 
  were signed, they stayed separate until after the 
  end of the Cylon War.    Following the end of that 
  war each Colony’s nuclear missile force was 
  brought under Colonial control.    Most of the 
  SMF’s forces are housed within deep silos 
  designed to withstand orbital and nuclear attack.    
  Others are mobile launchers and some are located 
  on orbital platforms. 
   
  Generally considered to be a sub-division of the Air 
  Group, each missile group works in a similar 
  fashion.     A single Group consists of four 
  Squadrons of twenty missile launchers each.      
  The way in which each group achieves this varies. 
   
  Fixed.    Firing the heaviest missiles available, 
  fixed launchers are scattered across a large area 
  and rest in deep built silos.   They have an Air 
  Defence unit, in fixed positions, to defend against 
  air attack, in addition to a Defence Unit of several 
  companies.   An estimated 5000 silos exist across 
  the twelve colonies. 
   
  Mobile.    Instead of fixed positions, the Mobile 
  Groups utilise ground vehicle launchers (usually 
  wheeled, but a few are train mounted).    Not as 
  responsive as the fixed units, they are more 
  flexible and harder to locate.    An Air Defence Unit 
  can be attached to these units if required. 
   
  Submersible.    These units are housed in 
  submarines.   The cost of this has drastically 
  curtailed the numbers deployed this way (several 
  submarines are awaiting decommissioning).     The 
  standard Launcher though, is more capable than a 
  fixed silo (although its missiles are somewhat 
  lighter) and a submarine carries forty missiles each 
  and deploys in groups of six.  Aquaria fields six of 
  these. 
   
  Orbital.     34 Orbital platforms, each with 100 
  missiles, an orbital squadron (and a marine force) 
  are in orbit around various worlds.     These are 
  heavily armoured space stations. 
   
   
  M
  M
  M
  MARITIME 
  ARITIME 
  ARITIME 
  ARITIME FFFFORCES
  ORCES
  ORCES
  ORCES::::     
   
  Only the planet Aquaria maintains any maritime 
  forces in the Colonial Defence Forces (other needs 
  for this arm are fulfilled by Sovereign Forces or by 
  Colonial Marines).     The units Aquaria provides, 
  form part of the protection detail for the 
  submersible launchers and for local Search and 
  Rescue duties.     If it were not for the deep mines 
  under the ocean floor, it is likely that the Ministry of 
  Defence would have disbanded this section a long 
  time ago.    
   
  Force Strength:    40,000 personnel 
  12 Defender Class Submarine’s 
  8 Seaquestor Class Submarines 
  8 Depot ships 
  125 Patrol Craft (300 tons ea) 
   
   
  GGGGROUND 
  ROUND 
  ROUND 
  ROUND FFFFORCES
  ORCES
  ORCES
  ORCES::::     
   
  The need to hold ground, especially to defend the 
  large number of bases in use by the Colonial 
  Defence Force, and the Urban areas of the various 
  colonies, means that the Ground Forces are still 
  the largest arm available to the Ministry of 
  Defence.    The sheer numbers of men involved is 
  staggering, but there are many different arms of 
  the service, which dilute the numbers available.   
  40 years after the Cylon War, the CDF fields only 
  140 active Divisions, a reduction of over 400% 
  
   
  46
  46
  46
  46
  from the decade following the War.      The 
  reduction in numbers is down to simple economics 
  and the lower, perceived, threat from outside 
  sources with an increase in growth of the Fleet. 
   
  The purpose of the Ground Forces is simple.   
  Defence of the civil populace, then to destroy the 
  enemy. 
   
  To provide assistance, and swell the numbers of 
  troops on the ground, there is a four tier support 
  mechanism: 
   
   
  CCCCOLONIAL 
  OLONIAL 
  OLONIAL 
  OLONIAL RRRRESERVES
  ESERVES
  ESERVES
  ESERVES::::    At current levels, the 
  numbers of personnel assigned to the reserve 
  would allow the CDF to field an additional 12 
  Divisions.   In peacetime, these reserve units are 
  staffed in cadre form (5% of personnel) which 
  maintain equipment and communication with their 
  regular units.    Other reservists would find 
  themselves on the redeployment list, filling in for 
  casualties.    And others are assigned to reserve 
  units within existing CDF units. 
   
  SSSSOVEREIGN 
  OVEREIGN 
  OVEREIGN 
  OVEREIGN 
  UUUUNITS
  NITS
  NITS
  NITS: 
   
  Each 
  planetary 
  government, on unification, gave up a great deal of 
  their military strength.   However, the individual 
  planets also recognised that they still needed a 
  force of their own.   So, today, each planet fields a 
  number of combat units that are their own.     
  Three decades ago, it was recognised that the 
  military budget was not sustainable for the 
  numbers of forces provided.    Seeing a chance to 
  gain a little power back from the Colonial 
  Authorities, a compromise agreement was reached 
  to form the following: 
   
  CDF
  CDF
  CDF
  CDF    SSSSOVEREIGN 
  OVEREIGN 
  OVEREIGN 
  OVEREIGN UUUUNITS
  NITS
  NITS
  NITS::::   To help offset the 
  lower numbers of CDF forces, by agreement, each 
  planetary militia seconds entire units into the CDF.    
  In this way tactical training, updated weaponry and 
  inter-service co-operation is maintained, whilst 
  sustaining unit cohesiveness.   Generally the CDF 
  can rely on fielding 194 of these Militia units at any 
  time.   Whilst on CDF service, these units replace 
  their planetary badge with the Colonial Field Badge 
  and the name of their planet.    Quite a percentage 
  of militia personnel volunteer to continue in the 
  CDF when their units term of service finishes. 
   
  SSSSOVEREIGN 
  OVEREIGN 
  OVEREIGN 
  OVEREIGN UUUUNITS
  NITS
  NITS
  NITS::::  The regular forces of each 
  planet, the bulk of these forces mirror CDF 
  organisation but some don’t.   Equipment can be 
  decades old to equipment that won’t be released to 
  the CDF for another five years. 
   
  SSSSECOND 
  ECOND 
  ECOND 
  ECOND LLLLINE
  INE
  INE
  INE/M
  /M
  /M
  /MILITIA
  ILITIA
  ILITIA
  ILITIA....    Normally equipped 
  with out of date weaponry, or either cadre or part-
  time establishment.   These are the ‘weekend’ 
  warriors.   Dedicated to their job and knowing local 
  ground these are the men and women who defend 
  your local town. 
   
  RRRRESERVES
  ESERVES
  ESERVES
  ESERVES....   As in the CDF, each planet has a 
  number of reserves for its own military.    In the 
  main, these are assigned to existing units but a 
  number will make entire new units from stockpiled 
  equipment. 
   
  AAAADVANCED 
  DVANCED 
  DVANCED 
  DVANCED CCCCOLONIAL 
  OLONIAL 
  OLONIAL 
  OLONIAL W
  W
  W
  WARRIOR
  ARRIOR
  ARRIOR
  ARRIOR 
   
  Advanced Colonial Warrior (ACW) is a Colonial 
  military advanced technology project that seeks to 
  create a lightweight, fully integrated infantryman 
  combat system. 
  The Advanced Colonial Warrior concept envisions 
  the 
  radical 
  use 
  of 
  technologies 
  such 
  as 
  nanotechnology, artificial powered exoskeletons, 
  and magnetorheological fluid based body armour 
  to provide the infantry with significantly higher 
  force multiplier than the opposing force. However, 
  the stated concept is not Colonial military doctrine. 
  Rather, it is meant to serve as an end goal to strive 
  to 
  reach 
  or 
  to 
  compromise 
  with 
  current 
  technologies and to stir imagination and dialogue 
  on how these technologies and concepts can help 
  soldiers in the near future. 
  Headgear Subsystem
  Headgear Subsystem
  Headgear Subsystem
  Headgear Subsystem    
  The Headgear Subsystem, labelled Information 
  Central, is the situational awareness hub of the 
  system. It includes integrated tactical processing 
  by providing maps, routes, and data with a 180° 
  emissive visor display, high bandwidth wireless 
  communications, 
  microelectronic/optics 
  combat 
  sensor 
  suite 
  that 
  provides 
  360° 
  situational 
  awareness, and integrated small arms protection. 
  The ACW Advanced Technology Demonstrator 
  (ATD), also known as Sensors & Communications 
  Vision, provides networked ACW-equipped small 
  units with robust team communications, state-of-
  the-art distributed and fused sensors, organic 
  tactical intelligence/collection assets, enhanced 
  situational understanding, embedded training, on-
  the-move planning, and linkage to other assets. 
  
   
  47
  47
  47
  47
   
  An ATD provides a 
  +2 step 
  Skill 
  bonus 
  on Alertness + Perception 
  / 
  Appropriate 
  Specialty rolls. 
   
   
   
  Basic Features 
   
   
  Combat
  Combat
  Combat
  Combat Uniform Subsystem
   Uniform Subsystem
   Uniform Subsystem
   Uniform Subsystem    
  The ACW project aims to help protect the soldier 
  by providing full-body bullet and fragmentation 
  protection. The Combat Uniform Subsystem, also 
  known as Survivability Central, is subdivided into 
  three layers, the Protective Outer Layer, the Power 
  Centric Layer, and the Life Critical Layer. 
  Currently, 
  bullet-resistant 
  armour 
  provides 
  protection to the upper arms, the upper legs and 
  the chest and abdomen. These are made from a 
  Ferro fluid smart material composed of iron 
  particles suspended in a silicon oil that harden 
  within milliseconds when a current is applied.  
  Item
  Item
  Item
  Item 
  Armour
  Armour
  Armour
  Armour    
  Rating
  Rating
  Rating
  Rating                
       
  Agi/Ale 
  Agi/Ale 
  Agi/Ale 
  Agi/Ale 
  Penalty
  Penalty
  Penalty
  Penalty        
               
  Cost
  Cost
  Cost
  Cost        
               
  Availability
  Availability
  Availability
  Availability 
  Combat 
  Uniform   
    
  5 W 
  -1 Agi 
  /-1 Ale 
  — 
  Rare 
   
   
  Weapons Subsystem
  Weapons Subsystem
  Weapons Subsystem
  Weapons Subsystem    
  The Modular Rifle - Caseless (MR-C) caseless rifle 
  is the standard infantry weapon used by Advanced 
  Colonial Warriors. It is chambered in caseless 
  ammunition and a 45 round magazine.  
   
   
   
  Warfighter Physiological Status Monitor 
  Warfighter Physiological Status Monitor 
  Warfighter Physiological Status Monitor 
  Warfighter Physiological Status Monitor 
  Subsystem
  Subsystem
  Subsystem
  Subsystem 
  WPSM is an on-board physiological and medical 
  sensor suit that collects and monitors information 
  regarding vital signs such as body temperature, 
  heart rate, blood pressure, hydration and stress 
  levels, sleep status, body positioning and workload 
  capacity of the warrior. If necessary, the WPSM 
  can notify medics and commanders if the soldier 
  has been wounded or has become fatigued. 
  The physiological sensors of the WPSM are part of 
  the 
  Mobility, 
  Sustainability 
  and 
  Human 
  Performance Vision. This unit provides "On the 
  Move hydration" and hydration monitoring, as well 
  as monitoring of the soldier's cognitive states, 
  health, 
  and 
  well-being. 
   
  A WPSM grants a +2 step Skill bonus on Medical 
  Expertise / First Aid rolls made to treat the wearer. 
   
  Micro
  Micro
  Micro
  Micro----climate Conditioning Subsystem
  climate Conditioning Subsystem
  climate Conditioning Subsystem
  climate Conditioning Subsystem    
  The Micro-climate Conditioning Subsystem, built 
  into the Life Critical Layer, is a network of narrow 
  tubing that provides 100 watts of heating or cooling 
  to 
  the 
  soldier. 
  The Advanced Colonial Warrior Cooling System 
  (ACW-CS) circulates chilled water through a 
  special 
  heat-transfer 
  garment. 
  The 
  cooled 
  circulating fluid pulls metabolic heat from the 
  soldier's body and transfers it into the environment 
  through its condenser. The main condenser unit 
  can provide 120 W cooling power in a 95 °F 
  environment, with an average power consumption 
  of 35 W and weight of 3.5 pounds, excluding the 
  power source 
   
  The ACW-CS provides a +1 step Vitality bonus 
  on Vitality + Vitality rolls made to resist extreme 
  temperatures. 
  
   
  48
  48
  48
  48
   
  Power Subsystem 
  The Power Subsystem, built into the Power Centric 
  Layer, is fed by the Duration Central, a 2 to 20 watt 
  Micro Turbine fuelled by a liquid hydrocarbon fuel 
  cell. Ten ounces of fuel power the soldier's 
  integrated electronics ensemble for up to 6 days. 
  Polymeric nanofiber battery patches embedded in 
  the headgear and weapon provide back-up power 
  for three hours. 
   
   
   
  CCCCOLONIAL 
  OLONIAL 
  OLONIAL 
  OLONIAL DDDDIVISION
  IVISION
  IVISION
  IVISIONAL
  AL
  AL
  AL    OOOORGANISATION
  RGANISATION
  RGANISATION
  RGANISATION    
   
  AAAA BRIEF HISTORY
   BRIEF HISTORY
   BRIEF HISTORY
   BRIEF HISTORY....    
      
      
          
   
  Prior to the Cylon War, each planet fielded its own 
  troops and specialisation into different troop types 
  followed.    So units were formed of infantry, 
  reconnaissance, armour, artillery, aviation and so 
  on.    Many of these units were reduced in size or 
  capability after the development and introduction of 
  Cylon ‘Centurions’ into planetary combat units. 
   
  The Cylon War drastically changed the military 
  situation.    Although heavy armoured units had 
  some use, on their own they were limited and 
  easily destroyed by the Cylons.   The same applied 
  to nearly every other arm of service and the need 
  for integral combined-arms, born of necessity, is 
  now standard throughout Colonial units.    The only 
  dynamic that would have reversed this would have 
  been if the Colonies had gone back to fighting 
  each other.   Thankfully a unified military now 
  prevents that possibility. 
   
  Techniques acquired in the Cylon War also show 
  that large groups of troops are easily targeted and 
  destroyed by nuclear weapons.  Tactical doctrine 
  calls for dispersion of the Divisional elements in 
  the event of attack, and for each Battalion to be 
  capable of combined arms actions on its own.    
  The better the division, the more it will rotate its 
  men and units and it is fairly common for entire 
  companies to be assigned to a new battalion every 
  few years (the CDF find this retains small unit 
  cohesion).   
   
   
  AAAADMINISTRATIVE 
  DMINISTRATIVE 
  DMINISTRATIVE 
  DMINISTRATIVE UUUUNITS
  NITS
  NITS
  NITS    
  • 
  Corps administrating 
  all 
  military 
  units, 
  including CDF, CDFS and local forces for 
  an entire planet, and with responsibility for 
  detached 
  units 
  on 
  training/support 
  exercises. 
  • 
  Divisions administrating all military units, 
  both 
  CDF 
  and 
  CDFS, 
  within 
  a 
  geographical area on planet, and with 
  responsibility 
  for 
  detached 
  units 
  on 
  training/support exercises. 
  • 
  Phalanx operating in a non fighting or 
  training capacity (e.g. 433 (Picon) Colonial 
  Infantry Phalanx based at Bulford on Picon 
  – an Operational Conversion Unit). 
   
  OOOOPERATIONAL 
  PERATIONAL 
  PERATIONAL 
  PERATIONAL UUUUNITS
  NITS
  NITS
  NITS    
  • 
  Corps made up of two or more Divisions in a 
  combat zone. 
  • 
  Corps made up of all CDF planetary forces on 
  planet.   Nominally all CDF units come under 
  the Planetary Governor’s Office of the Colonial 
  Ministry of Defence.    Current procedure 
  would mean, in the event of another Cylon 
  attack, and communications being lost with the 
  MoD, then the Planetary Governor would 
  assume control of the armed forces (civilian 
  functions), 
  and 
  the 
  senior 
  on-planet 
  commander would assume command of the 
  Planetary Corps. 
  • 
  Divisions made up of one to four Phalanx with 
  an 
  HQ 
  element 
  and 
  support 
  troops. 
  Commanded by a Major-general. 
  • 
  Phalanx made up of between two and five 
  Regiments, an HQ element and associated 
  support troops. Commanded by a Brigadier. 
  • 
  Regiment made of between one and four 
  Battalions, an HQ element and associated 
  support troops.   Commanded by a Colonel or 
  Lieutenant Colonel 
  • 
  Battalion/Battle group of about 2000 soldiers, 
  made up of thirteen companies commanded by 
  a Major or Lieutenant Colonel, or 
  • 
  Company of about 190 soldiers, typically in 
  Thirteen Sections, commanded by either 
  a Major or Captain 
  • 
  Section of about 13 soldiers, commanded by 
  a Corporal, 
  Sergeant, 
  Second 
  Lieutenant, Lieutenant or, 
  for 
  specialist 
  platoons 
  such 
  as 
  Recce 
  or 
  Anti-Tank, 
  a Captain. 
   
   
  TTTTHE COMBAT ARMS OF A 
  HE COMBAT ARMS OF A 
  HE COMBAT ARMS OF A 
  HE COMBAT ARMS OF A STANDARD 
  STANDARD 
  STANDARD 
  STANDARD CCCCOLONIAL 
  OLONIAL 
  OLONIAL 
  OLONIAL ((((OR 
  OR 
  OR 
  OR 
  SSSSOVEREI
  OVEREI
  OVEREI
  OVEREIGN 
  GN 
  GN 
  GN CCCCOLONIAL
  OLONIAL
  OLONIAL
  OLONIAL)))) UNIT
   UNIT
   UNIT
   UNIT....    
   
  1 Division of 4 Phalanx 
  1 Phalanx of 3 Regiments 
  
   
  49
  49
  49
  49
   
  Regiments have a variable strength, depending on 
  the type, but a typical infantry Regiment (which 
  comprises the bulk of the CDF), at full strength, will 
  have: 
  4 Battalions 
  1 Battalion of 12 Combat Companies 
   
  Peacetime re-organisations have reduced this 
  figure to 3 active battalions for all but a few 
  divisions, with the fourth battalion at only 12% 
  strength.   It is to be brought up to strength by 
  reservists in the event of war.    Recent defence 
  debates may reduce the third battalion to a similar 
  state in a few years. 
   
  Divisional Battle Group
  Divisional Battle Group
  Divisional Battle Group
  Divisional Battle Group    
  HQ Company 
  Signals 
  Administration Company 
  Medical Field Hospital 
  1 Transportation Brigade 
  1 Logistical Regiment  
  1 Field Artillery Regiment 
  1 Reconnaissance Regiment 
  1 Armoured Battalion 
   
  HQ Defence Unit:   
  4 Mechanised Companies 
  1 ADA Company 
   
   
  OOOORGANISATION OF A TYP
  RGANISATION OF A TYP
  RGANISATION OF A TYP
  RGANISATION OF A TYPICAL 
  ICAL 
  ICAL 
  ICAL RRRREGIMENT
  EGIMENT
  EGIMENT
  EGIMENT::::    
   
  Regimental Battle Group
  Regimental Battle Group
  Regimental Battle Group
  Regimental Battle Group    
  HQ Section 
  Signals 
  Medical Field Unit 
  Sniper Section 
  3 Fire Sections (plus vehicle crews) 
  2 Fire Support Sections (missile) 
  2 Fire Support Sections (mortar) 
   
  1 ADA Company
  ADA Company
  ADA Company
  ADA Company 
  7 Wheeled SPAAG 
  5 Wheeled SAM 
   
  2-4 Battalions: 
   
  Battalion HQ
  Battalion HQ
  Battalion HQ
  Battalion HQ    
  Signals 
  HQ 
  Fire Team 
  Medical Field Unit 
  Sniper Section 
   
  9 Mechanised Companies
  Mechanised Companies
  Mechanised Companies
  Mechanised Companies    
  HQ Section
  HQ Section
  HQ Section
  HQ Section 
  11 Fire Sections (plus vehicle crews) 
  1 Fire Support Section (missile) 
  1 Fire Support Section (mortar) 
   
  HQ Section = 2 HQ MICV, 1 Fire Team 
  Fire Section = 3 teams of four men each plus 
  Section Leader (13 in total).   Each team = 3 
  Riflemen + 1 MG.      
  Fire Support Section = 3 Support Wpns each (13 
  men in total) 
   
  1 Fire Support Company
  Fire Support Company
  Fire Support Company
  Fire Support Company 
  13 Wheeled LCV (90mm gun) 
   
  1 ADA Company
  ADA Company
  ADA Company
  ADA Company 
  7 Wheeled SPAAG 
  5 Wheeled SAM 
   
  1 Artillery Company
  Artillery Company
  Artillery Company
  Artillery Company 
  HQ – 3 HQ MICV, 6 Radar 
  Fire Section 
  13 MLRS with support 
   
  Manoeuvre
  Manoeuvre
  Manoeuvre
  Manoeuvre Support Company
   Support Company
   Support Company
   Support Company    
  HQ – 3 HQ MICV, 10 MICV (20mm ADA) 
  Recce Platoon – 8 tracked LCV 
  Assault Pioneer Platoon – 3 Armoured Tractors, 10 
  sections 
  Mortar Platoon – 6 Mortars, 1 Radar, 6 ATGM 
  MG Platoon – 13 MICV (30mm) 
   
  Logistic Company
  Logistic Company
  Logistic Company
  Logistic Company    
  Ordnance Platoon 
  Technical Platoon 
  Ambulance Section 
  Supply Platoon 
  Stores Platoon 
   
  1 Engineer Company
  Engineer Company
  Engineer Company
  Engineer Company 
  HQ 
  Excavation Platoon 
  Engineering Platoon 
  EOD Section 
  WMD Section 
   
  Not shown here are the attached LAD’s (Logistical 
  Aid Detachments) that service and supply each 
  unit from the Logistic Company.   Each Company 
  has a LAD equipped to deal with that company.   
  So a LAD attached to the artillery company deals 
  with maintaining the guns and vehicles of that unit, 
  the radios, radar and so on, even down to 
  providing the meals for the unit. 
  
   
  50
  50
  50
  50
  Colonial Defence Force 
  Colonial Defence Force 
  Colonial Defence Force 
  Colonial Defence Force     
  Current Deplo
  Current Deplo
  Current Deplo
  Current Deployment
  yment
  yment
  yment 
  Planet 
  Air  
  Squadron 
  Orbital  
  Platform 
  Missile  
  Group 
  Division 
  Ind. 
  Phalanx 
  Maritime 
  Units 
  Aerelon 
  15 
  2 
  3 
  5 
  10 
   
  Aquaria 
  32 
  3 
  1 - 1 
  3 
  7 
  26 
  Canceron 
  5 
  5 
  16 
  2 
  1 
  - 
  Caprica 
  36 
  4 
  16 
  19 
  6 
  4 
  Gemenon 
  18 
  0 
  18 
  8 
  11 
   
  Leonis 
  2 
  0 
  4 
  1 
  10 
  - 
  Libris  
  84 
  1 
  54 
  26 
  10 
   
  Picon 
  102 
  2 
  27 
  22 
  4 
  12 
  Sagittaron 
  13 
  7 
  13 
  7 
  8 
  - 
  Scorpia 
  68 
  6 
  52 -2 
  23 
  4 
  4 
  Tauron 
  45 
  1 
  12 
  9 
  8 
  - 
  Virgon 
  73 
  2 
  37 
  12 
  1 
  - 
  Others 
  32 
  1 
  - 
  3 
  9 
  - 
   
  535 
  34 
  49 
  140 
  89 
  38 
  1 – Submersible Launchers only 
  2 - including 3 submarine group of 4 submarines 
   
   
  It should be noted that all members of the Division 
  are combat infantrymen first – no matter what their 
  specialisations later – medic to ordnance delivery, 
  they all go through the same training as basic 
  infantry.    In the midst of battle they are expected 
  to grab their gun and join in on the firing line. 
   
  IIIINDEPENDENT 
  NDEPENDENT 
  NDEPENDENT 
  NDEPENDENT PPPPHALANXES
  HALANXES
  HALANXES
  HALANXES    
   
  The Colonial Military recognise the need for 
  heavier units capable of being moved quickly and 
  easily.   So the Independent Phalanx was 
  developed.    An IP is usually an armoured unit 
  comprising of Two Armoured Regiments and one 
  Infantry Regiment with support elements.   IP’s are 
  not designed to operate away from Close Infantry 
  support.    They are designed to ‘plug’ gaps in 
  defences and lead assaults on enemy positions.   
   
  Unlike divisions, Independent Phalanxes have 
  integral 
  fighter 
  cover 
  and 
  interplanetary 
  transportation.   
   
  Character Effects:
  Character Effects:
  Character Effects:
  Character Effects:    
  Any member of the Ground Forces must acquire 
  the following skills as part of their creation: 
   
  Guns d6 
  Discipline d2 
  Athletics d2 
   
  Other skills/Attributes are dependant on the arms 
  of the service a character is in and is, as always, 
  subject to the final say of the Game Master. 
   
   
  NNNNAMING AND 
  AMING AND 
  AMING AND 
  AMING AND NNNNUMBERING 
  UMBERING 
  UMBERING 
  UMBERING CCCCONVENTIONS
  ONVENTIONS
  ONVENTIONS
  ONVENTIONS....    
   
  Colonial Defence Forces originated from both 
  regular 
  and 
  emergency 
  formations 
  hastily 
  conscripted from each planets own military.    
  Following the end of the war, all CDF units were 
  re-numbered and re-named.   The standard 
  convention is  1st Colonial Division (Infantry) 
  “Wolves of Alhambra” – shown normally as 1st 
  CD(I). 
   
  Sub-units of 
  each 
  division 
  were 
  numbered 
  accordingly.    So the 2nd Phalanx of the 1st 
  Colonial Division is referred to as the 12th Phalanx,  
  its 3rd Regiment is the 123rd Regiment.   Battalions 
  are part of a regimental structure and so the 2nd 
  Battalion of the 3rd Regiment would be 2nd Bt, 123rd 
  Regt.    Companies are designated by letter. 
   
  Since the original reforms, there have been 
  changes.    The main one has been the need to 
  move units around, resulting in Regimental and 
  Phalanx numbers no longer ‘marrying’ up to their 
  divisional or Phalanx number. 
   
  CDF Sovereign Units are different.    Most of these 
  units retain their home planets numbering systems 
  and so it is easy to find numbers that duplicate 
  CDF numbers.   For instance, Caprica and Tauron 
  still field “1st divisions”.   When Sovereign Units are 
  deployed then, they are referred to as Colonial 
  Sovereign Divisions, so the 1st Caprican Division 
  (Mechanised), is referred to as the 1st Division (M) 
  by Caprican’s, the 1st CSD (M) when operating as 
  a Sovereign unit and as the 1st Caprican 
  
   
  51
  51
  51
  51
  Mechanised (indig) by Colonial Forces. 
   
  The use of the term indigenous is used to define 
  planetary governmental forces, as opposed to 
  Colonial or Colonial service forces.    Another term 
  used is ‘local’.      
   
      
  The Jahno Naming Conventions:    
  The Jahno Naming Conventions:    
  The Jahno Naming Conventions:    
  The Jahno Naming Conventions:        
  1. All numbered units that do not conflict with 
  another Colonial unit may retain that number 
  2. Where two or more colonial units’ numbers co-
  exist, random chance will determine the unit to 
  retain its number.   Others will be assigned 
  new numbers or may retain their old one with a 
  ‘1’ or ‘2’ added – provided that does not clash 
  with an existing unit. 
  3. Titles belonging to pre-colonial units may be 
  retained by Colonial Units only where a 
  Sovereign 
  unit 
  no 
  longer 
  utilises 
  that 
  designation. 
  Dispositions of Major Colonial Units on the 
  Dispositions of Major Colonial Units on the 
  Dispositions of Major Colonial Units on the 
  Dispositions of Major Colonial Units on the 
  40
  40
  40
  40th
  th
  th
  th anniversar
   anniversar
   anniversar
   anniversary of Armistice Day.
  y of Armistice Day.
  y of Armistice Day.
  y of Armistice Day.    
   
  No 
  Unit Name 
   
  Planet 
  Deployed to 
  1 
  Wolves of Alhambra 
  I 
  Caprica 
  2 
  Burrowing Badgers  
  I 
  Leonis 
  3 
  3rd Foot (Devils in Skirts) 
  I 
  Gemenon 
  4 
  Mercury’s Messengers 
  I 
  Sagittaron 
  5 
   
  I 
  Virgon 
  6 
  Light Dragoons 
  I 
  Disbanding 
  8 
  The Stone Throwers 
  A 
  Gemenon 
  10 
  Freedom’s Sprite’s 
  I 
  Libris  
  18 
  Presidents Own Fusiliers  
  I 
  Caprica 
  19 
  Golden Talons 
  I 
  Libris  
  20 
  20th Virgon Guards 
  I 
  Aerelon 
  21 
   
  I 
  Libris  
  22 
   
  I 
  Virgon 
  27 
  27th Gemenon Lancers 
  I 
  Picon 
  28 
   
  I 
  Picon 
  29 
   
  I 
  Picon 
  30 
  30th  Gemenon Lancers 
  I 
  Gemenon 
  31 
   
  I 
  Tauron 
  32 
  Vulcan’s Hammer 
  I 
  Picon 
  33 
  Avalon Hussars 
  I 
  Being raised 
  35 
  Hera’s Heroes 
  I 
  Libris  
  37 
  The Comets 
  I 
  Libris  
  38 
  Kobol’s Krushers 
  I 
  Libris  
  40 
  The Forth and Frit Loyal Light 
  Infantry 
  I 
  Aquaria 
  41 
  Dust Devils 
  I 
  Canceron 
  42 
   
  I 
  Libris  
  43 
   
  I 
  Aquaria 
  46 
  2nd Commonwealth Division 
  I 
  Caprica 
  47 
   
  I 
  Caprica 
  48 
  The Goliath Division 
  I 
  Gemenon 
  49 
   
  I 
  Tauron 
  50 
  Northdale Rifles  
  I 
  Tauron 
  52 
  The Green Devils 
  I 
  Sagittaron 
  53 
   
  I 
  Scorpia 
  55 
   
  I 
  Virgon 
  56 
  Diana’s Arrows 
  I 
  Scorpia 
  57 
  57th Armoured 
  A 
  Scorpia 
  58 
  58th Armoured 
  A 
  Tauron 
  60 
  Anvils  
  I 
  Scorpia 
  61 
  Guns of Hermes  
  I 
  Sagittaron 
  62 
   
  I 
  Scorpia 
  63 
  Lennald Highlanders  
   
  I 
  Libris  
  64 
  4th Taseman Foot 
  I 
  Tauron 
  69 
   
  I 
  Caprica 
  70 
  Are’s Axes 
  I 
  Libris  
  71 
  Demeters Hope 
  I 
  Picon 
  72 
  Duke’s Light Infantry (“The Sky 
  Blues”) 
  I 
  Scorpia 
  73 
   
  I 
  Scorpia 
  74 
   
  I 
  Scorpia 
  75 
  Sand Rats 
  I 
  Picon 
  77 
   
  I 
  Picon 
  79 
  Ragnor’s Relief 
  I 
  Virgon 
  83 
   
  I 
  Caprica 
  91 
  The Chrome Hammerheads 
  I 
  Picon 
  92 
   
  I 
  Aerelon 
  93 
  Libran Guard 
  I 
  Libris  
  94 
  Gideon Sword Bearers  
  I 
  Libris  
  95 
   
  I 
  Libris  
  96 
  The Athena Division 
  I 
  Picon 
  101 
  Bracken Rifles 
  I 
  Picon 
  102 
  Picon Prowlers 
  I 
  Caprica 
  107 
   
  I 
  Picon 
  108 
  Glendon’s Light Infantry (The 
  ‘Daggits’) 
  I 
  Tauron 
  109 
   
  I 
  Picon 
  111 
   
  I 
  Libris  
  112 
  The Delphi Jokers 
  I 
  Caprica 
  113 
  113th Rifles 
  I 
  Picon 
  116 
   
  I 
  Scorpia 
  117 
  117th Foot (Mallow’s Choice) 
  I 
  Tauron 
  118 
  Toaster Bashers 
  I 
  Scorpia 
  119 
   
  I 
  Libris  
  120 
  Elders Own  
  I 
  Gemenon 
  121 
   
  I 
  Virgon 
  
   
  52
  52
  52
  52
  123 
  The Cyclone Hussars 
  I 
  Picon 
  124 
  Brailes Verderer’s 
  I 
  Aerelon 
  126 
   
  I 
  Libris  
  128 
  Concordance Division 
  I 
  Caprica 
  129 
  The Herecles Division 
  I 
  Libris  
  130 
  Gargantua Hvy Infantry 
  I 
  Caprica 
  135 
   
  I 
  Libris  
  136 
  The Lowlanders 
  I 
  Canceron 
  137 
  Titans of Cancer 
  I 
  Tauron 
  138 
  The White Boneens 
  I 
  Virgon 
  139 
  Nyxian Heavy Infantry 
  I 
  Scorpia 
  142 
   
  I 
  Libris  
  143 
  The Black Tyroll  
  I 
  In transit 
  145 
   
  I 
  Picon 
  146 
  The Halbadiers 
  I 
  Scorpia 
  148 
   
  I 
  Caprica 
  150 
   
  I 
  Picon 
  152 
   
  I 
  Disbanding 
  153 
  The tin-openers 
  I 
  Caprica 
  154 
  154th Musketeers (“The Mavericks”) 
  I 
  Picon 
  155 
  Haven’s Wall Division 
  I 
  Caprica 
  156 
  Kobol Rifles 
  I 
  Sagittaron 
  157 
  Ouranian Own Light Infantry 
  I 
  Sagittaron 
  158 
   
  I 
  Aquaria 
  159 
   
  I 
  Virgon 
  160 
  Bredefyord Light Infantry 
  I 
  Scorpia 
  161 
  Divine Sight Division 
  I 
  Caprica 
  162 
  162nd Fusiliers 
  I 
  Sagittaron 
  163 
   
  I 
  Libris  
  164 
  Men of War 
  I 
  Scorpia 
  165 
  The Firemen 
  I 
  Libris  
  171 
  Baraks Bullroarers 
  I 
  Sagittaron 
  172 
  Rain of Steel 
  A 
  Scorpia 
  173 
   
  I 
  Libris  
  183 
  The True Prophets 
  I 
  Gemenon 
  184 
   
  I 
  Virgon 
  187 
  The White Hussars  
  I 
  Scorpia 
  188 
  Lion Heads Division 
  I 
  Caprica 
  189 
   
  I 
  Virgon 
  193 
  Unified Republicans 
  I 
  Gemenon 
  195 
   
  I 
  Caprica 
  198 
   
  I 
  Caprica 
  199 
  The Colony Commanders 
  I 
  Picon 
  200 
   
  I 
  Caprica 
  201 
  The Wyffie Guards   
  I 
  Libris  
  202 
  Staish Stampers 
  I 
  Picon 
  203 
   
  I 
  Picon 
  204 
  Berosian Bastards 
  I 
  Caprica 
  205 
  The Golden Phalanx 
  I 
  Scorpia 
  206 
  The Morannis Pioneers  
  I 
  Scorpia 
  209 
   
  I 
  Libris  
  211 
  Harriers of Hell 
  I 
  Scorpia 
  212 
  Siren Silencers 
  I 
  Libris  
  213 
   
  I 
  Scorpia 
  214 
  The Clutchers 
  A 
  Libris  
  215 
   
  I 
  Picon 
  216 
  Bombardier Guards  
  I 
  Picon 
  217 
  Hellguard Division 
  I 
  Scorpia 
  218 
  Castell’s Defenders 
  I 
  Scorpia 
  219 
  The Tehpys Trackers 
  I 
  Scorpia 
  220 
   
  I 
  Libris  
  221 
  The Virgon Dragoons     
  I 
  Virgon 
  227 
  Anteas Division 
  I 
  Virgon 
  228 
   
  I 
  Virgon 
  229 
  The Ram Raiders 
  A 
  Tauron 
  232 
   
  I 
  Being Raised 
  235 
  Heathercrest 
  Service 
  Depot 
  Division 
  I 
  Gemenon 
  237 
   
  I 
  Caprica 
  238 
  Weald Light Infantry 
  I 
  Aerelon 
  239 
  Atlas Heavy Infantry 
  I 
  Aerelon 
   
  
   
  53
  53
  53
  53
   
   
  CCCCOMMAND 
  OMMAND 
  OMMAND 
  OMMAND N
  NN
  NAVIGATION 
  AVIGATION 
  AVIGATION 
  AVIGATION PPPPROGRAM
  ROGRAM
  ROGRAM
  ROGRAM    
   
  The CNP, developed by Dr Baltar, primarily for space navigation, is also to be found in nearly every 
  unit of the Colonial Defence Forces, the ground forces not excepted. 
   
  The Missile Forces have a networked system that now uses the CNP to track targets not only in 
  planetary orbit but system wide.    Although the missiles tend to use localised radar, the ability to 
  network into system-wide dradis was too much of an advantage to be ignored. 
   
  In a similar way, nearly all of the CDF Air Force was also equipped with CNP – albeit usually a stripped 
  down version as most of those forces are atmospheric only. 
   
  Every ground base, every command circuit, was tied into the CNP.   Every ground (or other) HQ unit 
  signals department had a CNP hub installed.   Through that hub, the HQ could track the movement of 
  all vehicles and units tied into the HQ unit.    
   
  In fact, the only people who are not directly networked with the CNP are the submarine platforms.    
  CNP interfered with their already established (and centuries old) programming software.    A fix for this 
  has been promised but is probably a year or two down the line.     The Submarine fleet still utilises the 
  CNP for tracking – but at arms length as it gains its information via a separate network program, 
  directly from its tracking bases on land. 
   
  All of this allows the CDF high command to know – exactly – where all their bases, headquarters, 
  stores and facilities are based – and allows them to track the movement of individual units. 
   
  If there is any problem with the CNP, it is the fact that some of the older ships in the Fleet will not be 
  updated for some years.    This is simply down to the fact that their computer hardware are slated for 
  replacement and the Admiralty do not feel it necessary to waste funds on installing temporary fixes to 
  network obselecent systems when those will be replaced under normal Service Life Enhancement 
  Programs (SLEP) anyway. 
   
   
  CNP
  CNP
  CNP
  CNP FOR 
   FOR 
   FOR 
   FOR PPPPLANETARY 
  LANETARY 
  LANETARY 
  LANETARY GGGGOVERNMENT 
  OVERNMENT 
  OVERNMENT 
  OVERNMENT (S
  (S
  (S
  (SOVEREIGN
  OVEREIGN
  OVEREIGN
  OVEREIGN))))    FFFFORCES
  ORCES
  ORCES
  ORCES....    
   
  Sovereign units are somewhat behind the CDF but propagation into those units is still progressing at a 
  steady pace.   Those units ‘told’ off for secondment to the CDF have updated systems.     Caprica, 
  Picon, Leonid and Scorpion Forces are nearly fully integrated, including their territorial and second 
  line units.     The other force’s are only gradually being persuaded into its use with a take up varying, 
  from planet to planet, of 10% to 60%.     Generally, the closer a militia runs to colonial military 
  structure, the more likely they are to have a CNP at unit level.      One thing that has been insisted 
  upon, and granted almost without exception, is the installation of CNP at base level.      So, every base, 
  even down to a recruiting hall, is likely to have this installed. 
   
    
  
   
  54
  54
  54
  54
  Close Assault Body Armour 
  [CABA] 
   
  Although 
  not 
  often 
  issued 
  nowadays, the CABA mk III is 
  the continued development of 
  the same body armour used 
  by regular forces in the Cylon 
  War (as eptiomised in the 
  classic painting of the defence 
  of Taura City).  The Mk III is 
  proof 
  against 
  thrown 
  projectiles, fire, heat and cold 
  and contains a limited life 
  support system.  Its weight 
  and restrictions restrict it to 
  urban units.    
  Armour Rating:  4W/4S  -1 
  Agi/-1 Ale –    
   
  It is restricted to Military and 
  Paramilitary use only. 
   
   
   
   
   
   
  
   
  55
  55
  55
  55
   
   
   
   
   
  PPPPLANETARY 
  LANETARY 
  LANETARY 
  LANETARY FFFFORCES
  ORCES
  ORCES
  ORCES:     
  Sovereign and Local Units at the 40
  Sovereign and Local Units at the 40
  Sovereign and Local Units at the 40
  Sovereign and Local Units at the 40th
  th
  th
  th Armistice Day Anniversary
   Armistice Day Anniversary
   Armistice Day Anniversary
   Armistice Day Anniversary    
   
   
  If you entrench yourself behind strong fortifications, you 
  compel the enemy to seek a solution elsewhere 
  
   
  56
  56
  56
  56
  AAAAERELON 
  ERELON 
  ERELON 
  ERELON     
   
  Aerelon is a poor planet, and regularly has to rely 
  on older Colonial material to equip its forces.   That 
  said, the nature of the planet means that Aerelon 
  forces rarely have to worry about defending large 
  urban areas.   This allows them to operate in large 
  units, although they are more than sensible that to 
  do so invites retaliation by nuclear attack. 
  32 Air Squadrons of 18 combat planes in each 
  4 Air Defence Groups of 72 combat launchers in 
  each 
  6 Divisions CDF (utilises CDF formations) 
  18 Divisions Regular Forces 
  24 Divisions Second Line/Garrison 
  1 Special Forces Battalion 
  4 Riverine Squadrons (6 Patrol Craft each) 
   
  AAAAQUARIA
  QUARIA
  QUARIA
  QUARIA  
   
  Aquaria uses a different formation to the CDF.   
  With so little of the interior of the planet occupied, 
  Aquaria relies heavily on its maritime assets for 
  transport and many of its maritime vessels are 
  subsidised 
  by 
  the 
  government, 
  ready 
  for 
  deployment to support the militia.     Although 
  considered secondary to the Maritime branch, the 
  militia has concentrated a lot of its strength into its 
  air and anti-air assets.    They have even gone so 
  far to maintain twelve aircraft carriers (pre-
  unification designs) to provide an extra 12 
  squadrons.    The Carriers fly a mix of Vipers and 
  VTOL fighters and have hardened bases to 
  operate from. 
   
  The Militia rarely operates as divisions, being 
  widely separated across the planet.   A few units 
  fight and train as Brigades, but the commonest 
  large unit is the Battalion.   Although using 
  standardised ammunition, Aquaria has a small 
  military industrial base which, although maritime 
  based, also provides small arms and other 
  equipment to the Aquarians’ own specifications 
  (which usually includes extra corrosion protection).   
  These are good enough that Picon buys them for 
  its own Maritime forces and the CDF acquires 
  them for some Marine forces.   A planet of small 
  cities, since unification Aquaria has built a self-
  sustaining 
  undersea 
  city/base 
  called 
  Centre 
  Neptune, from which it co-ordinates planetary 
  defence. 
   
  12 Air Squadrons of 24 combat planes in each, 
  with each wing of 6 planes dispersed to a separate 
  site. 
  12 Air Defence Groups of 72 combat launchers in 
  each 
  3 Divisions CDF (utilises CDF formations) 
  9 Divisions Regular Forces 
  25 Divisions Second Line/Garrison 
  6 Special Forces Battalion (marine) 
  6 Maritime Fleets (12 Air Carriers, 24 Frigates, 36 
  Submarines, 83 transports) 
   
   
  CCCCANCERON
  ANCERON
  ANCERON
  ANCERON    
   
  The CDF presence on Canceron is low indeed on 
  this hell hole of a planet.    Its primary duty is to 
  protect the Tylium mines.     This explains the large 
  number of Missile Groups which are designed to 
  take out any approaching vessels.   Not on the list 
  above are the numbers of units conducting large 
  scale live-firing exercises.   As a result there are 
  usually two divisions, up to twelve Air Squadrons 
  and personnel from Missile Groups constantly 
  rotating to Canceron. 
   
  Canceron 
  Sovereign 
  Units 
  are 
  small 
  and 
  specialised.   Nearly all of Canceron’s populace 
  live underground.    The militia concentrates its 
  effort on preventing landings, then bases its 
  defence around a protected, tunnel by tunnel 
  slugging match.   To this end, it employs a number 
  of 
  small, 
  underpowered 
  combat 
  vehicles, 
  especially designed to fight in those tunnels.   
  Their militia tend to wear heavy combat armour 
  equipped 
  with 
  breather 
  packs 
  and 
  light 
  enhancement and other sensor systems.     A few 
  lightweight units (mainly reserve units) are 
  equipped for desert warfare on the surface of the 
  planet. 
   
  6 Air Squadrons of 20 combat planes in each, with 
  each wing of 6 planes dispersed to a separate site. 
  6 Air Defence Groups of 80 combat launchers in 
  each 
  1 Divisions CDF (utilises CDF formations) 
  19 Divisions Regular Forces 
  6 Divisions Second Line/Garrison 
  1 Special Forces Battalion (desert) 
   
   
  CCCCAPRICA
  APRICA
  APRICA
  APRICA    
   
  Caprica was one of the original planets that joined 
  together to form a military alliance with Scorpion 
  and Picon.   As such its militia forces follow the 
  same format as the CDF and Caprica is one of the 
  principal contributors to both the CDF and its own 
  militia.    In addition to the regular CDF forces 
  
   
  57
  57
  57
  57
  stationed on planet, there are any number of 
  troops in transit and training on planet at any time.     
   
  84 Air Squadrons of 20 combat planes in each 
  80 Air Defence Groups of 80 combat launchers in 
  each 
  32 Divisions CDF (utilises CDF formations) 
  69 Divisions Regular Forces 
  106 Divisions Second Line/Garrison 
  12 Special Forces Battalion (desert) 
  1 Riverine force (4 Patrol Craft) 
   
  GGGGEMENON
  EMENON
  EMENON
  EMENON::::    
   
  The posting of a defence force to Gemenon 
  caused a great deal of agitation – and that has 
  grown more and more the further away the Cylon 
  War gets.   To help resolve part of the crisis, the 
  Colonial Government has to keep nearly all of its 
  military in ‘Colonial Reserves’, which restricts their 
  training and operational effectiveness.   This 
  means that the various CDF sub-units on 
  Gemenon are rotated off world for regular training.    
  Both the Military College of Engineering and the 
  Colonial School of Medicine are established here. 
    
  For a planet that doesn’t like the military the 
  Gemenese are also remembered for their fanatical 
  defence of their planet against the Cylons.    
  Gemenon provides some of the best engineers 
  and medics into the CDF but less in the way of 
  combat arms.     Although Gemenon does field a 
  number of combat units in their militia, they are 
  restricted in their operations on-planet, and 
  dependant on the good will of the surrounding 
  communities for effective deployment.    Should 
  war ever break out again, though, you can expect 
  a widespread recruitment across the planet, as 
  many of the people there would see the war as a 
  furtherance of scripture.     To this end, many of 
  the second line units are only at cadre level and 
  are designed to quickly integrate, train and equip 
  large numbers of willing citizens.    Gemenon also 
  has the best civil defence network in the Colonial 
  system.     
   
  10 Air Squadrons of 36 combat planes in each 
  6 Air Defence Groups of 80 combat launchers in 
  each 
  4 Divisions CDF (utilises CDF formations) 
  4 Divisions Regular Forces 
  125 Cadre Companies 
  1 Special Forces Battalion 
   
   
   
  LLLLEONIS
  EONIS
  EONIS
  EONIS::::    
   
  It is possible that Leonis has the smallest 
  population in the Colonies.   The surface of Leonis 
  was scorched in the inter-colony wars and most of 
  its population now occupy a number of orbital 
  bases, where most of the military vessels used by 
  the CDF are built.    Station 29 is part of the 
  Colonial School of Engineering and deals with 
  Naval Systems.  Other than for Fleet and Marines, 
  the CDF has an insignificant presence here.  The 
  ‘Capital’ of Leonis is Leonadis, an underground city 
  that houses those civilians incapable of working in 
  space.    Leonadis is dedicated to bringing Leonis 
  back to life by reviving its oxygen and water 
  content.    Operations on the planet surface require 
  environmental 
  support 
  because 
  of 
  the thin 
  atmosphere on planet, due to massive eradication 
  of the existing plant life.    Only a very few 
  communities still exist on the surface. 
   
  The Leonid’s are controlled and organised as a 
  semi-autonomous region of Picon.   To that end, 
  they field as large a militia as they can.   Because 
  of the occasional flare up of trouble here, a lot of 
  the combat equipment is obsolete when compared 
  to Picon’s forces.    However, as nearly all of 
  Leonid’s forces are orbital based, they can still give 
  enemy forces a run for their money.    Leonid is 
  also remarkable for having the only major Marine 
  force in existence outside of the CDF.  Picon 
  retains control by ensuring that Leonid Marines 
  require either CDF or Piconese transport units. 
   
  32 Air Squadrons of 20 combat planes in each (22 
  of these are Vipers but with no atmospheric 
  capability). 
  1 Air Defence Groups of 80 combat launchers in 
  each 
  1 Divisions CDF (utilises CDF formations) 
  3 Second line Battalions 
  18 Marine Divisions 
   
  LLLLIBRIS
  IBRIS
  IBRIS
  IBRIS::::            
   
  Considered to be the richest planet in the 
  Colonies, the Libran government is no fool and 
  contributes heavily to both the CDF and its own 
  forces.     It is not wasteful of its money though, 
  and will always use tried and tested equipment.    
   
  The Libran forces use their own force structure and 
  are 
  extensively 
  trained 
  in 
  urban 
  combat 
  techniques.     A good deal of militia units are used 
  to back up police and civil defence units and so 
  keep active on a regular basis.   As with many 
  
   
  58
  58
  58
  58
  aspects 
  of 
  their 
  lifestyle, 
  the 
  Librans 
  are 
  competent, skilful in their use of arms. The Libran’s 
  have been less forthcoming in equipping their units 
  with the CNP, not until ‘all the bugs have been 
  worked out’. 
   
  72 Air Squadrons of 36 combat planes in each 
  80 Air Defence Groups of 72 combat launchers in 
  each 
  32 Divisions CDF (utilises CDF formations) 
  69 Divisions Regular Forces 
  106 Divisions Second Line/Garrison 
  2 Special Forces Battalion  
   
   
  PPPPICON
  ICON
  ICON
  ICON::::   Picon has established itself at the heart of 
  the Colonial Defence Force.   It may not house the 
  Planetary Defence Headquarters, but it houses 
  Fleet Command, Marine Command and Joint 
  Operations Command, effectively giving it control 
  over the largest military ever seen in Colonial 
  history.    
   
  With Fleet command being on Picon, it is hardly 
  surprising that Picon fields formidable Sovereign 
  forces to back up the CDF, or that they are some 
  of the best equipped and trained of the Colonial 
  Militia Forces.  Picon also supports a good 
  industrial base. 
   
  105 Air Squadrons of 20 combat planes in each 
  92 Air Defence Groups of 80 combat launchers in 
  each 
  36 Divisions CDF (utilises CDF formations) 
  105 Divisions Regular Forces 
  33 Divisions Second Line/Garrison 
  25 Special Forces Battalion  
  1 Maritime Flotilla (20 surface vessels) 
   
   
  SSSSAGITTARON
  AGITTARON
  AGITTARON
  AGITTARON::::    
   
  The pacifist nature of the bulk of the Sagittarian 
  populace means that the CDF have little effective 
  back up on planet.    However, unlike Gemenon, 
  the CDF are not limited in their actions on planet, 
  and many younger Sagittarians have joined the 
  CDF to get off planet and away from the poor 
  lifestyle they were brought up to.     
   
  It has been extremely hard to persuade the 
  Sagittarian Government to maintain any militia 
  and, as a result, most of its equipment is obsolete, 
  dating back to the Cylon War or older.     The only 
  concession made to this is that they do not have 
  any qualms in maintaining that equipment, and so 
  most of that hardware is in extremely good, and 
  effective, condition.    Sagittaron is also the only 
  place in the Colonies where you can find ‘mounted’ 
  cavalry units!   
   
  12 Air Squadrons of 20 combat planes in each 
  4 Air Defence Groups of 80 combat launchers in 
  each 
  1 Division CDF (utilises CDF formations) 
  12 Divisions Regular Forces  
  13 Divisions Second Line/Garrison 
   
   
  SSSSCORPIA
  CORPIA
  CORPIA
  CORPIA::::     
   
  Despite the need for close co-operation between 
  the various arms of the CDF, it was thought 
  expedient to disperse the various headquarters for 
  each arm of the service.    To that end, Planetary 
  Defence Headquarters is located on Scorpia, along 
  with many of the training camps.    Transportation 
  Command is co-located with the Headquarters. 
   
  As with Picon, the large military presence on this 
  planet has also given rise to a large local military 
  force.   Hardly surprising then, that a lot of 
  Scorpia’s industry is also military based and goes 
  toward affording this.   Their military is probably 
  even better trained than that of Picon’s and 
  certainly has a lower proportion of second line 
  units than any other planet.    
   
  32 Air Squadrons of 20 combat planes in each 
  92 Air Defence Groups of 80 combat launchers in 
  each 
  42 Divisions CDF (utilises CDF formations) 
  116 Divisions Regular Forces 
  15 Divisions Second Line/Garrison 
  34 Special Forces Companies  
  4 Maritime/Riverine Flotilla (20 patrol craft each) 
   
   
  TTTTAURON
  AURON
  AURON
  AURON....   
        
         
   
  Leaders in the development of technology, it is no 
  surprise that the Tauron’s Military reflects this in 
  their own makeup.   Many of the R&D companies 
  on Tauron have contracts with different combat 
  units for field testing of experimental equipment.    
  The downside of this is that support for that 
  equipment can be patchy at best and there is a 
  very wide range of non-standard (and in some 
  cases non-standardised) arms and vehicles.    The 
  CDF seconded units are better off as they have 
  technology that this in pre-production phase for the 
  
   
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  CDF themselves.   These units often provide 
  instructors for the CDF. 
   
  56 Air Squadrons 
  97 Air Testing flights (of varying strength and 
  equipment) 
  1 Orbital Platform (non-nuclear) 
  24 Missile Defence  
  8 CDF Divisions (same equipment as CDF) 
  9 CDF Divisions (Cutting edge equipment – usually 
  operating as individual Training Brigades and 
  Battalions attached to regular CDF units). 
  34 Regular Divisions 
  39 Second line Divisions 
  116 Independent Development Units 
   
    
  VVVVIRGON
  IRGON
  IRGON
  IRGON    
   
  If Tauron leads the way in developing technology, 
  it is usually Virgon that sells it.    Virgon is, 
  therefore, as ahead with its militia as Tauron is, 
  buying new equipment for its militia that is every bit 
  as good as that used by the CDF.   That 
  equipment uses the standard CDF standardisation 
  regulations but is usually developed from off 
  shoots of Tauron technology not developed for the 
  CDF.    That doesn’t mean to say that Virgon’s 
  militia uses sub-standard equipment.   In many 
  cases, the equipment is just as good – but it may 
  be more expensive, or visually more appealing, 
  than CDF standard issue.    For instance, Virgon 
  air units use a heavier flight-suit than is used by 
  the CDF.  The Virgon suit provides more protection 
  against radiation, heat and other factors, carries 
  detectors in its arm with points for mounting lights 
  and more O2.   That suit was rejected by the CDF 
  because of its additional expense (it is used by 
  elements of the Civil Defence Corps). 
   
  67 Air Squadrons of 32 Aircraft each 
  67 Missile Defence Squadrons of 96 batteries each 
  28 CDF Divisions (same equipment as CDF) 
  13 Regular Divisions 
  116 Second line Divisions 
  11 Special forces Battalions 
  3 Riverine Squadrons (8 patrol craft each) 
  PPPPARAMILITARY 
  ARAMILITARY 
  ARAMILITARY 
  ARAMILITARY 
  OOOORGANISATIONS
  RGANISATIONS
  RGANISATIONS
  RGANISATIONS::::    
      
  CCCCOLONIAL 
  OLONIAL 
  OLONIAL 
  OLONIAL RRRREVENUE 
  EVENUE 
  EVENUE 
  EVENUE &
  &&
  &    CCCCUSTOMS 
  USTOMS 
  USTOMS 
  USTOMS (CRC)
  (CRC)
  (CRC)
  (CRC)    
   
  In operate, the Colonial Government needs funds.   
  Most of these are levied directly from the various 
  Planetary Governments, but, in addition to these, 
  certain revenues from custom duties were given to 
  the Colonial Government.    This is the reason why 
  the Fleet involves itself in the day to day 
  monitoring of the Merchant Fleets.     
   
  However, the active duty of the CRC is revenue 
  collection.    And to allow it to carry out customs 
  duties and inspections, it retains a large number of 
  shuttles and armed craft, capable of dealing with 
  most merchant ships and small threats.   Many of 
  the pilots and crew of these vessels are ex-
  fleet/marines, but with qualified inspectors on 
  board.   
   
  A typical Customs Enforcer Class vessel carries 
  one or two large, fixed guns, four turrets mounting 
  much smaller guns and a large and varied missile 
  complement.   This may seem excessive but there 
  are many armed merchant ships out there.   The 
  main drawback to an Enforcer (at least the marks 
  01-02) is its lack of FTL drive.    An enforcer is 
  there to help maintain the customs and biosphere 
  of its local planet.    A few craft are equipped with 
  FTL, but not many. 
   
  Slightly heavier than the Customs Enforcer is the 
  Colonial Defender.     A capable and efficient craft, 
  this ex-fleet vessel type is designed for long 
  endurance patrols and is fully FTL capable.    It 
  carries less capable armament than the Enforcer 
  (the Defender is a older design) but is armoured 
  and carries more subcraft, and its main armament 
  is in turrets.    Those adapted for customs service 
  have a ventral mount on which an enforcer can be 
  carried through an FTL jump. 
   
  In the event of war, all CRC vessels and personnel 
  fall under the Colonial Defence Force (Planetary 
  Defence Forces) and not the Fleet.     In such a 
  case, CRC forces are directed by the Air Planetary 
  Commander – who also co-ordinates the activities 
  of both the Air and Missile Groups on planet. 
   
   
  
   
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  M
  M
  M
  MINISTRY OF 
  INISTRY OF 
  INISTRY OF 
  INISTRY OF CCCCIVIL 
  IVIL 
  IVIL 
  IVIL DDDDEFENCE
  EFENCE
  EFENCE
  EFENCE....    
   
  The Civil Defence Corps of each planet is split in 
  two.     
   
  Civil Defence (Indig
  Civil Defence (Indig
  Civil Defence (Indig
  Civil Defence (Indig....)))) which is wholly funded by 
  the local government.   The amount of help given 
  by CD workers depends on the local organisation 
  and varies greatly across each planet.    In 
  essence, their job is to help the ordinary people in 
  the event of attack by providing: 
  Information 
  Rescue 
  Evacuation 
  Feeding 
  Rehousing 
  Welfare 
  However, their prime responsibility is Signals.   To 
  inform each headquarters section about what is 
  happening in their area.   How damaged is the 
  area?  How many casualties.   Information about 
  contamination, damage, refugees, requirements, 
  must all be passed onwards and upwards to the 
  local authorities.  Should a regional controller be 
  knocked out ahead in the chain, that information is 
  passed to another region until it does reach the 
  top. 
   
  Colonial Civil Defence Corps
  Colonial Civil Defence Corps
  Colonial Civil Defence Corps
  Colonial Civil Defence Corps trains all of its 
  people up to do the same jobs as the locals should 
  be doing.   They are trained to step in where 
  required and to get a Civil Defence unit working 
  and operational.    Liaising between different 
  authorities and providing training is one of their 
  most important aspects.    And making sure the 
  information moves on from the local authorities 
  until it gets to Colonial level.     The CCDC also 
  provides a number of rapid deployment units 
  capable of carrying out all Civil Defence duties on 
  their own, with little or no support from local or 
  other types of help.     For instance, the destruction 
  at a Tylium Mine on Canceron was responded to 
  first by Civil Defence members from the Reserve 
  Frigate Sulaco.    They assessed fallout, provided 
  medical assistance and began rescue of trapped 
  miners for hours before assistance was brought in 
  by the Fleet.  
   
  A second aspect (and possibly the most important 
  of all) is that it is the Ministry of Civil Defence that 
  co-ordinates signals in the event of war and the 
  breakdown of the normal government structure.    
  This is possible simply because of the ‘backdoor’ 
  nature of the Civil Defence reporting structure that 
  is in place.      Backup transmitters are housed in 
  CD bunkers and establishments across the 
  Colonies and these can broadcast across all of the 
  civilian, as well as military bands. 
   
   
  REFUGEES
  REFUGEES
  REFUGEES
  REFUGEES    
   
  Refugees are a perennial problem of war. Their 
  presence affects our ability to conduct combat 
  operations, and their behaviour is difficult to 
  predict. 
   
  Where they swarm out of an area, they hamper our 
  ability to resupply and become an immediate target 
  for Cylon aggression. 
   
  On the other hand, thousands stayed in their 
  homes during the last war.   Military planners 
  presumed that civilians in urban combat zones 
  would follow “common sense” 
  abandoning areas where fighting was taking place. 
  In many cases, this did not occur. 
   
  There are many reasons why this didn’t happen.    
  Lack of effective civil defence was one of them.   
  Lack of communication another.  But overall, it is 
  human nature to cling to the familiar, and this is the 
  hardest thing of all to overcome.   
   
  The presence of these Civilians significantly 
  hampered our defence of the cities. 
   
  A Commanders obligation to protect civilians is 
  therefore brought down to practicalities of what 
  their combat operations and force protection will 
  allow.    Protection of Civilians must be seen as 
  paramount, but must also be set aside in cases 
  where doing so will compromise your ability to 
  carry out your mission. 
   
   
  In effect, the Civil Defence, whether local or 
  Colonial provides a good, solid, local intelligence 
  network as to what is going on in their area, 
  together with the means of moving that intelligence 
  further up the network. 
   
  Equipment allocated to local Civil Defence is 
  normally limited to that needed on a local level 
  (and capable of being funded locally).   These 
  include ambulances, rescue tenders, fire-engines, 
  decontamination units, mobile kitchens etc. 
   
  Equipment allocated to the Colonial Civil Defence 
  includes the above but is rather more elaborate, 
  with entire sections equipped with necessary 
  equipment.   In addition the CCDC provides 
  
   
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  dedicated transport vessels, similar to the Customs 
  Enforcer (but unarmed) which can house a staff, 
  safe from the worry of contamination, feed 
  refugees, provide a small medical facility and carry 
  enough equipment to bolster the local corps 
  members. 
   
  The Civil Defence Corps is technically a civilian 
  organisation and was, before unification, unarmed.    
  The Cylon War changed that, forcing the Corps to 
  sometimes stop their rescue tasks, pick up guns 
  and defend an area to allow the civilian populace 
  to evacuate.    This realisation hasn’t changed and 
  involved some of the CD(I) units to form ‘home 
  guard’ units.     Such units are attached to a 
  regional Civil Defence Corps and come under the 
  direction of the local Chief of Police.     
   
  CCCCORPS OF 
  ORPS OF 
  ORPS OF 
  ORPS OF CCCCOMMISSIONAIRES
  OMMISSIONAIRES
  OMMISSIONAIRES
  OMMISSIONAIRES    
   
  The corps is a private security company, 
  employing former members of the Colonial 
  Defence Forces, for security and guard details.   
  Many of these men work and are employed by the 
  various departments of the Colonial Government, 
  local Governments and many private companies.     
  Those under the age of 60 are required to take 
  refresher training on an ongoing basis.    The 
  Corps provides armed backup and transport, 
  almost at a moments notice, whenever needed.     
  In the event of a war, they will provide extra 
  support to the Police and Security Services and 
  are designated to form and command ‘Home 
  Guard’ and ‘Industrial Civil Defence’ units at the 
  offices where they work. 
   
  M
  M
  M
  MERCHANT 
  ERCHANT 
  ERCHANT 
  ERCHANT M
  M
  M
  MARINE
  ARINE
  ARINE
  ARINE    
   
  Arguably the most important component of any 
  successful fleet is the ability to sustain the fight. 
  Modern high intensity combat causes attrition rates 
  in ships, fighters, and personnel to soar, in addition 
  to expending ammunition at a prodigious rate. 
  Even the most powerful fleet will very quickly 
  become incapable of performing their mission if 
  they can not move the necessary repair parts, 
  ammunition, fuel, or even basic foodstuffs to the 
  right place quickly enough.  
   
  Among many of the brutal lessons learned during 
  the Cylon War was the need for a robust fleet of 
  cargo ships to move supplies to replenish the 
  critical shortages of the combat units. At the start 
  of the Cylon War, the warships of individual 
  Colonies were hastily assembled to meet Cylon 
  forces in a haphazard manner. The initial driving 
  motivation at the time was the desperately need to 
  blunt the Cylons attack with whatever Customs 
  Cutters, Patrol Craft, or Law Enforcement vessel 
  was available to prevent the unopposed slaughter 
  of civilians. There was very little tactics and no 
  strategy 
  at 
  all 
  involved. 
  Sometimes 
  these 
  desperate pre-Colonial Fleet forces would win and 
  sometimes they would lose, but even when 
  humanity’s defenders won a battle, the ships were 
  badly damaged and out of ammunition. This 
  allowed Cylon forces to break contact and regroup 
  for another attack. This inability to sustain the fight 
  and pursue Cylon forces was just one more 
  frustration in a long series of frustrations in the 
  War’s early months.     
   
  The first response made by the humans to shore 
  up what damaged and depleted forces they did 
  have to try and take the initiative away from the 
  Cylons was to dragoon civilian freighters into 
  military service. These hastily acquired ships, with 
  their frequently unmotivated crews faired very 
  poorly in their mission to supply humanity’s forces. 
  The most of the ships forced into this role were 
  slow and their non-standardized cargo bays, 
  served to severely complicate the hasty loading 
  and unloading of supplies in a combat zone. Even 
  worse, the civilian crews frequently refused to 
  enter any region they felt was too dangerous and 
  often would run in the face of even the rumour of 
  Cylon attack.  
   
  As the War stretched on and the Colonies unified, 
  the new Colonial Fleet took an extensive look at its 
  structure and what would be needed to defeat the 
  Cylons. While the creation of the massive 
  Battlestars grabbed all the headlines and fired the 
  imaginations of the Military and of Civilians alike, 
  parallel to the creation of those first true Colonial 
  warships, also in building, unnoticed in the smaller 
  slipways of the Picon shipyards were the first of 
  the Fleet replenishment vessels. These purpose 
  built ships were designed for speed and their 
  layout was standardized to facilitate the rapid 
  resupply of warships, even while underway.  
   
  What made these replenishment vessels work was 
  the core’ of professional crew that were trained at 
  a parallel 
  academy to turn 
  out personnel 
  specifically skilled in logistic operations. No longer 
  would an element of the Colonial Fleet, so crucial 
  to the Fleet’s success, be run by crews not 
  dedicated to that job. In addition to these purpose 
  built replenishment vessels, there were several 
  new civilian merchant ships being launched that 
  
   
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  were designed to fill Fleet specifications. Slower, 
  but with a standard configuration that made them 
  capable of rapid loading and unloading these new 
  ships formed the backbone o the new Colonial 
  Merchant Marine. The crews of these ships went to 
  the same Merchant Marine Academy on Picon as 
  those serving on the Fleet’s replenishment 
  vessels. 
   
  Now, not only did the Colonial Fleet has the might 
  of the Battlestars to take the fight to the Cylons, 
  they had a second fleet of supply ships that would 
  provide the crucial ability to sustain the fight and 
  put 
  pressure 
  on 
  the 
  Cylons. 
  This 
  lethal 
  combination was what turned the tide on the  
  Cylons and turned the war from a desperate fight 
  for survival into the vicious war of attrition that 
  marked the latter half of the Cylon War.  
   
  After the War was over the Colonies began their 
  unprecedented forty year building program that 
  would result in a Fleet comprised of over one 
  hundred and twenty Battlestars. The Colonial 
  Admiralty took the bitter lessons of the war to heart 
  and matched the warship construction program 
  with an equally aggressive building program that 
  produced supply ships by the score. The result of 
  this massive outlay of Cubits is that each of the 
  twelve fleets is backed by a supply train capable of 
  sustaining military operations nearly indefinitely.  
   
  Merchant Marine Organization
  Merchant Marine Organization
  Merchant Marine Organization
  Merchant Marine Organization    
  The Colonial Fleet consists of twelve fleets of ten 
  Battlestars with each sub-divided into one four 
  Battlestar and two three Battlestar divisions. Each 
  of these divisions has two replenishment ships 
  assigned on a permanent basis. These fast ships 
  follow very close behind the warships and provide 
  the 
  underway 
  re-supply 
  capability, 
  primarily 
  carrying munitions, fuel, spare parts, and additional 
  Vipers. In wartime, each division also has from two 
  to ten slower Merchant Marine supply ships 
  assigned based on the current tempo of combat 
  operations for that division. In peacetime, each 
  division has two supply ships assigned.     
   
  As the Cylons have been silent for forty years, the 
  bulk of the additional supply ships that would 
  supplement the fast replenishment vessels are not 
  needed in their primary combat sustainment role. 
  This reduced combat supply requirement means 
  those additional supply ships are and used to carry 
  less critical supplies to the various installations of 
  the military.  
   
  There is one additional means of supplementing 
  the Fleet’s resupply capability contained in the 
  Articles of Colonization. In a wartime emergency, 
  the military are allowed to requisitioning of civilian 
  freighters for use as supply ships much like in the 
  desperate days prior to the Colonies uniting. This 
  provision is however, considered a last ditch effort 
  as the problems associated with using such 
  untrained ships and crews is remembered all too 
  well by the members of the Admiralty.    
   
  Merchant Marine Academy
  Merchant Marine Academy
  Merchant Marine Academy
  Merchant Marine Academy    
  Located on Picon, this prestigious institute has 
  been producing the finest cargo captains and 
  crews for forty years. Every officer who graduates 
  from the full, four year Merchant Marine Academy, 
  is commissioned into the Fleet as an Axillaries and 
  has a service obligation of six years. Ratings 
  graduate after nine months and have a three year 
  service obligation. There is great rivalry between 
  those who attend the various military academies 
  and the PMMA with the military graduates 
  frequently looking down on the Merchant Marines 
  as a ‘lesser’ service. There is some truth in this as 
  the Merchant Marines are independent from the 
  Colonial Fleet and are not even considered 
  reservists. However, many in the Merchant 
  Marines serve far beyond their required number of 
  years and typically have much more experience 
  than all but the most senior officers and chiefs in 
  the Fleet.    
   
  M
  M
  M
  MERCHANT 
  ERCHANT 
  ERCHANT 
  ERCHANT M
  M
  M
  MARINE 
  ARINE 
  ARINE 
  ARINE CCCCHARACTERS
  HARACTERS
  HARACTERS
  HARACTERS    
  All but the most recent academy graduates will be 
  Veteran level characters, while ship’s captains, 
  department heads, and senior ratings will all be 
  Seasoned Veterans. To reflect this experience, all 
  PCs must take d10 in one specialty in their primary 
  job 
  skill 
  (Examples: 
  Piloting 
  / 
  Navigation, 
  Mechanical Engineering / FTL Drives, Knowledge / 
  Logistics).    
   
  
   
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  CCCCOLONIAL 
  OLONIAL 
  OLONIAL 
  OLONIAL 
  W
  W
  W
  WEAPONS
  EAPONS
  EAPONS
  EAPONS    
   
  The Colonial Defence Forces used a large array of 
  different weaponry, equipment and vehicles during 
  the Cylon War.   In an effort to standardise 
  logistics, over the last 40 years the Colonial forces 
  have developed a smaller number of firearms 
  designed to cope with all military situations. 
   
  Some 
  of 
  these 
  weapons 
  are 
  available 
  to 
  Sovereign, Militia and even some of the various 
  law enforcement agencies within the Colonies.   
   
  PPPPERSONAL 
  ERSONAL 
  ERSONAL 
  ERSONAL W
  W
  W
  WEAPONS
  EAPONS
  EAPONS
  EAPONS    
   
  Personal weapons are weapons that can be 
  carried and employed by a single person. 
   
  Tamr
  Tamr
  Tamr
  Tamris Parker Revolver
  is Parker Revolver
  is Parker Revolver
  is Parker Revolver    
   
  The Parker is a heavy revolver produced on 
  Canceron.   Revolvers are easy to maintain and 
  the Parker is a heavy duty pistol used in tunnel 
  clearance on that wind-swept planet.    The Parker 
  holds six 0.455 in rounds, each capable of 
  penetrating the armour of a Cylon Centurion, 
  especially if used with explosive fillings   Unlike the 
  Warrior, the explosive rounds for this gun are 
  much smaller and designed to be fired from the 
  normal chambers – which explains why the Parker 
  did not become a standard side arm. 
   
   
   
   
  CAL Mark 10 “Warrior” Semi
  CAL Mark 10 “Warrior” Semi
  CAL Mark 10 “Warrior” Semi
  CAL Mark 10 “Warrior” Semi----Automatic Pistol
  Automatic Pistol
  Automatic Pistol
  Automatic Pistol    
   
  The CAL Mark 10 was the standard-issue sidearm 
  of the Colonial Forces during the First Cylon War, 
  only recently being replaced by the Picon 5-7. A 
  unique design, the Mark 10’s most distinguishing 
  feature is its hinged-back design. This allows for a 
  9-round helical magazine to be fitted to the back of 
  the gun. The Mark 10 is a popular pistol with 
  veteran Fleet, Marine and PDF officers alike. Like 
  the 5-7, the “Warrior” has a second barrel for firing 
  explosive rounds. Each explosive round must be 
  loaded individually. 
   
   
   
   
   
  Picon Firearms 5
  Picon Firearms 5
  Picon Firearms 5
  Picon Firearms 5----7777    
   
  Replacing the CAL Mark 10, the Picon 5-7 is the 
  current standard-issue sidearm of the Colonial 
  military. The 5-7 is chambered for the new 
  5.7x28mm round and uses a 20-round magazine. 
  A civilian version (availability: rare) is also 
  available without the explosive round launcher. 
  The civilian version also has an accessory rail that 
  allows the user to mount either flashlights or laser 
  sights to the gun. 
   
   
   
   
   
   
   
   
   
   
  
   
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  Bluebird Special
  Bluebird Special
  Bluebird Special
  Bluebird Special    
   
  The Bluebird is a widely licensed small arm in use 
  by both the CDF and many of the planetary 
  militia’s.   Although an older design,  this 9mm 
  design is still in production but being supplanted by 
  the CAL P9. 
   
   
   
   
  Delphi Arms CS Mk
  Delphi Arms CS Mk
  Delphi Arms CS Mk
  Delphi Arms CS Mk 5 Submachine gun
   5 Submachine gun
   5 Submachine gun
   5 Submachine gun    
   
  Delphi Arms are commonly known for their highly 
  accurate weapons and the CSmk5 is a typical 
  example of their handiwork. Expensive, the arm is 
  commonly issued only to ceremonial units.  Its 
  bullpup design, extendable stock and compact 
  weight allow it to easily absorb the recoil normally 
  associated with these weapons. 
   
   
   
  CAL MP
  CAL MP
  CAL MP
  CAL MP----7 Personal 
  7 Personal 
  7 Personal 
  7 Personal Defence
  Defence
  Defence
  Defence Weapon
   Weapon
   Weapon
   Weapon 
   
   
   
   
  The MP-7 is CAL's answer to the Picon P-90, itself 
  a compact weapon with a retractable stock and a 
  folding vertical grip. The MP-7; however is 
  chambered for the 4.6x30mm cartridge, a specially 
  designed, armour-piercing round with a muzzle 
  velocity nearly as high as that of  many modern 
  rifles. This ammunition is unique among 
  submachine guns in that the bullet is made almost 
  entirely of a hardened steel penetrator instead of 
  softer brass or lead.  
   
  The MP-7A1 allows a conventional 20-round or 40-
  round box magazine to be fitted within the pistol 
  grip (the former being comparable in size to a 15-
  round 9 mm magazine, while the latter compares 
  to a 30-round 9 mm magazine). The weapon 
  features an ambidextrous fire-select lever and rear 
  cocking grip. It has an extendable stock and a 
  folding front grip; it can be fired either one-handed 
  or two-handed. It is compact and light using 
  polymers in its construction. The MP-7 also has 
  rails that allows the users to attach any accessory 
  they wish to use. 
   
  The MP-7 is available in two variants: the MP-7A1 
  (4.6mm) and the MP-7A2 (5.7mm). The MP-7A2 
  (uses 15- or 30-round magazines) was developed 
  at the request of the Colonial Military who wanted 
  a compact weapon for issue to pilots, vehicle 
  crews and special forces units and chambered in 
  the standard 5.7mm round.  
   
   
  Sniper Rifle 
  Sniper Rifle 
  Sniper Rifle 
  Sniper Rifle –––– Delphi Arms CA270
   Delphi Arms CA270
   Delphi Arms CA270
   Delphi Arms CA270    
   
  The Delphi Arms CA270 is one of the earliest, 
  dedicated, sniper rifles still in use.  This unusual 
  rifle was purpose-built as a sniper rifle. Designed 
  with 
  input 
  from 
  military 
  snipers, 
  it 
  is 
  a 
  semiautomatic bullpup rifle. It has a pair of rails 
  above and below the barrel, and comes with a 
  folding bipod that mounts on the top rail, and can 
  be moved along the rail for optimal positioning. A 
  large muzzle brake greatly reduces recoil, keeping 
  the weapon on target for additional shots. The 
  sniper rifle easily mounts most scopes and 
  electron-optical sights.   Its only drawback is the 
  wooden equipment is not suitable for hazardous 
  environments. 
   
  
   
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  Due to its high quality of manufacture, this weapon 
  grants a +1 Skill step bonus on attack rolls. 
   
  Heavy Special Application Scoped Rifle 
  Heavy Special Application Scoped Rifle 
  Heavy Special Application Scoped Rifle 
  Heavy Special Application Scoped Rifle ––––    
  Picon 911
  Picon 911
  Picon 911
  Picon 911    
   
  At over 33 pounds, the Picon 911 may well be 
  under half the weight of heavy machineguns which 
  used to be the only infantry weapons to fire the 
  same 
  large-calibre 
  round 
  this 
  rifle 
  fires. 
  Unfortunately it is still a very heavy weapon to 
  carry and operate.  It is a simple, rugged weapon 
  that works much like a recoil-operated pistol. On 
  firing, the barrel and bolt are both blown back until 
  the round has cleared the weapon, whereupon the 
  barrel stops and the bolt keeps moving to complete 
  the cocking and loading cycle. 
  The rifle is fitted with a muzzle break and thick butt 
  pad to protect the firer from the round’s powerful 
  recoil. It comes with a bipod and 10x scope, and 
  fold-up iron sights as a backup. The normal 
  magazine for this weapon is an 11-round box.  The 
  911 has been designed to work in both sub-zero 
  temperature and desert climes. 
   
   
  Pump
  Pump
  Pump
  Pump----Action Shotgun 
  Action Shotgun 
  Action Shotgun 
  Action Shotgun –––– Leo ‘Sweeper’
   Leo ‘Sweeper’
   Leo ‘Sweeper’
   Leo ‘Sweeper’    
   
   
  This pump-action shotgun is a simple and reliable 
  weapon. Based on a variety used by Leonid forces 
  for ship boarding actions, it was adopted by 
  Piconese forces and so made its way into the 
  Colonial Arsenal.  It is available with folding or 
  fixed stocks and, because of the limited space 
  available in boarding actions, is a ‘snub’ variety.. 
  The Colonial Marine Corps version is only made 
  with fixed wooden stocks, though. Its internal tube 
  magazine holds seven rounds.   Many security 
  forces carry either this, or a plastic stocked 
  version.   The Mossova 500 is a later adaption of 
  this weapon. 
   
   
  Automatic Shotgun 
  Automatic Shotgun 
  Automatic Shotgun 
  Automatic Shotgun –––– Picon SGA
   Picon SGA
   Picon SGA
   Picon SGA----20
  20
  20
  20    
   
   
  This is a gas-operated, selective-fire weapon 
  which is designed to provide sustained firepower in 
  close-combat scenarios. It works much like a 
  revolver, with ammunition loaded in disposable 10-
  round cylinders. To reload the weapon, the user 
  need only pop out the used cylinder which contains 
  the spent shells and pop in a fresh one.  Designed 
  much like an assault rifle in a bullpup layout, this 
  weapon is relatively easy control and totally 
  ambidextrous in function. A two-stage trigger 
  selects semi- or automatic fire. 
   
  Automatic Shotgun
  Automatic Shotgun
  Automatic Shotgun
  Automatic Shotgun        ---- Delphi Arms C
   Delphi Arms C
   Delphi Arms C
   Delphi Arms CAAAA----IIIIIIII    
   
   
  Constructed during the Cylon War, this weapon is 
  still popular amongst ground units who operate in 
  urban areas.   It is shorter than the Striker and 
  heavier than the Picon SGA, but carries a longer 
  barrel than either,  Although it only carries 8 
  rounds 
  of 
  ammunition, 
  it 
  takes 
  standard 
  magazines, which makes it easier to reload and 
  resupply (the Picon’s magazine is hinged and the 
  strikers is a heavy drum). 
   
   
  VVVVARIANT 
  ARIANT 
  ARIANT 
  ARIANT RRRRULE
  ULE
  ULE
  ULE: Shotgun Range and Patterns
  : Shotgun Range and Patterns
  : Shotgun Range and Patterns
  : Shotgun Range and Patterns    
  A typical buckshot round (the most common round 
  for combat applications) fires nine pellets, each 
  with about the same energy as a small pistol bullet. 
  These pellets spread out over distance. Birdshot 
  shells are similar in design to buckshot, except that 
  
   
  66
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  66
  the pellets are smaller and more numerous. The 
  cloud of small metal pellets is called a pattern. The 
  width of the pattern is based on the distance 
  between the attacker and the target. Any target in 
  a straight path between attacker and intended 
  target is also considered to be in the area of effect. 
  (If something is between the path of the shotgun 
  and its intended target, the intervening spaces 
  behind that object are considered to be exempt 
  from the effects of fire.) Any target within the 
  pattern must make a defence roll or take damage. 
   
  Note that this table is based on the assumption 
  that shotguns have a range increment of 15 yards 
  (instead of 8 yards, as stated in the rulebook). 
   
  OOOOPTIONAL 
  PTIONAL 
  PTIONAL 
  PTIONAL RRRRULE
  ULE
  ULE
  ULE: : : : Auto shotguns
  Auto shotguns
  Auto shotguns
  Auto shotguns    
  Auto shotguns are slow, bulky and have lousy 
  range, but they are hell on wheels when it comes 
  to short range combat because they can fire single 
  shot and auto fire. Auto fire: You may target a 
  general area and make one EASY (3) attack action 
  to make sure you targeted the area correctly. If 
  your attack succeeds, all potential targets must 
  defend against it.  
  Those unaware and standing still are automatically 
  hit. Anyone who fails the his roll is hit as if struck 
  by the original attack roll against his defence and 
  suffers a +4 step to the weapon's damage die. 
  Auto fire is an action, and no other attack action is 
  possible that turn. Auto fire cannot be a called 
  shot. 
  Spray: As long as the attack roll meets an EASY 
  (3) Difficulty, everyone and everything in that area 
  must defend against the attack. Cover bonuses to 
  Difficulty are halved (rounded up). Those that are 
  hit suffer a +1 step to the automatic shotgun's 
  damage die. An Extraordinary Success on the 
  attack roll adds an extra stepped-up die to the 
  damage roll. Spray fire is an action, and no other 
  attack action is possible that turn. Spray cannot be 
  a called shot.  
  Firing auto shotguns in auto fire mode costs one 
  action. Auto shotguns can make only one auto fire 
  attack per turn. 
   
  Assault Rifle 
  Assault Rifle 
  Assault Rifle 
  Assault Rifle –––– Leo Brava
   Leo Brava
   Leo Brava
   Leo Brava    
   
   
  This assault rifle is a gas-operated weapon firing 
  from the closed-bolt position. It offers single-shot 
  as well as three round burst firing options and 
  features a heavy barrel, fully adjustable sights, and 
  a flange near the ejection port that protects left-
  handers from ejected cartridges. The carrying 
  handle can double as an optical sight mount, and 
  the forward hand guards can be removed to fit a 
  single shot grenade launcher which attaches under 
  the barrel and forward of the magazine. Its trigger 
  is just forward of the rifle magazine which functions 
  as a hand grip when firing the grenade launcher. A 
  separate sighting system is added to rifles fitted 
  with the launcher, as the rifle's standard sights are 
  not matched to the launcher. It can fire high-
  explosive, smoke, illuminating, buckshot direct fire, 
  High Explosive Dual Purpose, CS gas, and training 
  grenades. Recoil is negligible, making the Leo 
  Storm very easy to fire. Although the normal 
  magazine for this weapon is a 30-round box, a 20-
  round box is also available. 
  Can fire single shot or three round burst 
   
  Grenades: 
  • High Explosive – Damage: 3d6 W, Blast 
  Increment: 10 feet 
  • High Explosive Dual Purpose - Damage: 3d6 W, 
  Blast Increment: 10 feet; ignores 2W of armour on 
  impact. 
  • Buckshot Direct Fire – Damage: d10 W 
  • CS Gas – All targets within 10 feet must make a 
  HARD (11) Vitality + Willpower roll or suffer a -2 
  step Attribute penalty to both Alertness and Agility 
  due to tearing and pain. On a successful roll, the 
  penalty is halved to -1 Attribute step. Only an 
  Extraordinary Success negates all effects. 
   
  Assault Rifle 
  Assault Rifle 
  Assault Rifle 
  Assault Rifle –––– Demeter Arms D102
   Demeter Arms D102
   Demeter Arms D102
   Demeter Arms D102    
   
   
  The Demeter is a specialised weapon for use in 
  space, and relies on a closed gas return system to 
  allow continuous fire.   It carries a spare gas 
  cylinder to ensure operations in space and 
  effectively fires suppressed ammunition.    This last 
  has brought it to the attention of other branches of 
  the military and it can be found throughout the 
  Colonial Military in small numbers. 
  
   
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  SMI 80
  SMI 80
  SMI 80
  SMI 80    
   
  The standard combat rifle, for the last 20 years, the 
  SMI 80 is considered obsolete and other rifles are 
  being introduced.    However, few have proven 
  themselves as rugged as this gun.    Any 
  withdrawn weapons will be passed onto Sovereign 
  and Militia units where they will continue to serve 
  for many more years. 
   
   
  SMI 80 Carbine
  SMI 80 Carbine
  SMI 80 Carbine
  SMI 80 Carbine    
   
  Like the standard SMI 80, the carbine version is 
  due to be retired in the near future and replaced 
  by any number of possible variants.   Its greatest 
  asset is the interchange ability with the SMI 80. 
   
   
  Carbine
  Carbine
  Carbine
  Carbine    –––– Leo Brava
   Leo Brava
   Leo Brava
   Leo Brava    
   
   
  The Leo Brava Carbine is a cut-down version of 
  the Leo Brava assault rifle, above. The barrel has 
  been shortened by about a third, and the fixed 
  stock has been replaced with one that telescopes, 
  making the weapon even shorter. Operation and 
  all other features are identical to the Leo Storm, so 
  a user familiar with the latter will have no trouble 
  operating the carbine.  
   
   
  Carbine 
  Carbine 
  Carbine 
  Carbine –––– Demeter Arms
   Demeter Arms
   Demeter Arms
   Demeter Arms    
   
   
  Demeter Arms attempt at producing a vacuum 
  sealed carbine for space operations failed, but the 
  weapon has gone on to enjoy popularity amongst 
  units 
  deployed 
  in 
  areas 
  where 
  weapon 
  maintenance is essential.    The gun is easy to 
  strip down and clean and, when operating, draws 
  little in the way of dirt to clog the mechanism.  It 
  has proved itself in the deserts of Canceron and 
  the mountains of Tauron. 
   
  Carbine 
  Carbine 
  Carbine 
  Carbine –––– CAL Stormer Carbine 
   CAL Stormer Carbine 
   CAL Stormer Carbine 
   CAL Stormer Carbine     
   
  Commonly mixed up with the Leo Storm Carbine, 
  the Stormer is a standard issue light carbine.    It 
  fires the same ammunition and uses the same 
  magazines as the Picon 5-7.   It is not designed to 
  repel Cylons but is, instead, an anti-boarding 
  weapon for normal crew with little experience in 
  handling small arms.  The gun is single shot or 
  semi-automatic only. 
   
   
   
   
   
  
   
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  Combat Rifle 
  Combat Rifle 
  Combat Rifle 
  Combat Rifle –––– Demeter Arms D107 High 
   Demeter Arms D107 High 
   Demeter Arms D107 High 
   Demeter Arms D107 High 
  Calibre
  Calibre
  Calibre
  Calibre SLR
   SLR
   SLR
   SLR    
   
  Although the Colonial Defence Forces has tended 
  towards lower calibre weaponry, there is the need 
  to ensure that, in the event of another war, there is 
  enough weaponry to supply the numbers of hastily 
  raised volunteers that will come forward to supply 
  the ranks.     CDF policy is to provide stockpiles of 
  weapons to meet this need.   Demeter provided 
  the D107.   Using a 7.62mm round, with a 14 
  round magazine, the D107 was designed for new 
  recruits and is a single shot, self-loading rifle.  
  Different sights can be installed on the gun. 
   
   
  Objective Individual Combat Weapon 
  Objective Individual Combat Weapon 
  Objective Individual Combat Weapon 
  Objective Individual Combat Weapon –––– Taura 
   Taura 
   Taura 
   Taura 
  Starfire
  Starfire
  Starfire
  Starfire    
   
  The Taura Starfire Objective Individual Combat 
  Weapon (OICW) is a prototype weapon in 
  development for the Colonial Marine Corps. It 
  combines an assault rifle with a long-range heavy 
  weapon akin to a grenade launcher. The OICW 
  consists of three general parts: an assault rifle, a 
  20mm burst weapon, and an electronic fire control 
  system.  
  The rifle is a gas-operated weapon with a rotating-
  bolt design and completely ambidextrous controls. 
  It does not have a full automatic setting, but 
  instead offers single shot and two-round burst 
  settings. Although the normal magazine is a 30-
  round box, a 20-round box is also available. 
  The fire control system is an electro-optical day-
  night sight featuring a laser rangefinder. For the 
  rifle, it functions as a standard optical sight with a 
  night-vision feature. For the burst weapon, it 
  functions as a targeting computer, determining 
  range to the target and downloading that 
  information into the 20mm round. 
  The 20mm burst weapon is a new type of firearm 
  altogether. It fires an explosive round, but isn’t a 
  true grenade launcher. Like a grenade launcher, 
  it is intended primarily for use against targets 
  behind cover. But whereas a grenade launcher 
  arcs its round over cover, the 20mm burst weapon 
  fires in a straight line at a point just above the 
  target, where the munition explodes in mid-air. To 
  use the burst weapon, the user first sights in on the 
  target using the fire control system. He activates 
  the rangefinder, which determines the exact range 
  to the target and sends that data to the chambered 
  20mm round. The user then fires, using the same 
  trigger that controls the rifle. The 20mm round is 
  not aimed precisely at the target, but rather at a 
  point roughly three feet above it. When the round 
  reaches the target range, it detonates, going off 
  above the actual target. Enemy soldiers behind 
  cover, or prone on 
  the 
  ground, 
  are 
  subjected to the full 
  blast of the round 
  unless 
  they 
  have 
  overhead cover. The 
  burst weapon also 
  features a window 
  mode 
  for 
  use 
  against 
  enemies 
  within buildings or 
  bunkers. The user 
  sights 
  in 
  on 
  the 
  building 
  just 
  underneath 
  or 
  beside the window or opening. Once the range is 
  determined, the user shifts aim to the window and 
  fires. The round detonates roughly three feet 
  beyond the window range, presumably inside the 
  room in which the enemy troops are taking cover. 
  Alternatively, the burst weapon can be used on 
  impact mode. In this manner it functions more like 
  a conventional grenade launcher: The round 
  simply detonates when it hits the target. 
   
  A 20mm burst shell deals 4d6 points of Basic 
  damage within a blast increment of 3 feet. When 
  used in standard or window mode, firing the burst 
  weapon is an EASY (3) action and no other attack 
  action is possible that turn. Because the burst 
  weapon is optimized for use in an airburst mode, 
  
   
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  when used on impact mode the weapon deals 3d4 
  instead of 3d6 of points of Basic damage. 
   
      
  LARS
  LARS
  LARS
  LARS----42
  42
  42
  42    
   
   
   
  The Lightweight Assault Rifle System is being 
  introduced into various CDF units on a trial basis.  
  The goal is a cheaper, lighter, and more effective 
  weapon than the aging Leo Storm series of 
  weapons. This assault rifle can be reconfigured, 
  with appropriate parts, to form several variants 
  from a short-barrelled personal defence weapon to 
  a bipod-equipped support weapon. A unique 
  feature of the weapon’s modular weapon system is 
  the ability to easily and quickly reconfigure the 
  weapon from one variant to the other to meet 
  changing mission requirements. This modularity 
  includes the exchange of interchangeable parts  
  such as the barrel, hand-guard, lower receiver, 
  buttstock modules and sighting system with 
  removable carrying handle. A lightweight grenade 
  launcher can be easily added without tools. 
  Reconfiguring the weapon from one variant to the 
  other is an AVERAGE (35) Complex Action 
  (Alertness + Guns / Appropriate Specialty). Each 
  roll represents a time increment of 15 seconds. 
  High explosive grenades fired from the grenade 
  launcher deal 3d6 points of Wound damage within 
  a blast increment of 10 feet.  
   
   
  INFANTRY
  INFANTRY
  INFANTRY
  INFANTRY    SUPPORT
  SUPPORT
  SUPPORT
  SUPPORT    WEAPONS
  WEAPONS
  WEAPONS
  WEAPONS    
  An infantry support weapon is a weapon system 
  that requires a crew of more than one individual to 
  operate at optimum efficiency due to its operational 
  complexity. However, infantry support weapons 
  include only weapons operated by the members of 
  the 
  infantry, 
  such 
  as 
  light 
  and 
  medium 
  machineguns, infantry mortars, rocket-propelled 
  and automatic grenade launchers, and the large 
  variety of shoulder-launched missile weapons due 
  to their need for at least a team of two to operate 
  them efficiently. 
   
  Light Support Weapon 
  Light Support Weapon 
  Light Support Weapon 
  Light Support Weapon –––– Demeter D102
   Demeter D102
   Demeter D102
   Demeter D102    
   
  Demeter provided a series of fire arms designed 
  specifically for use in space.     This is their LMG 
  version.   The Marines only bought a limited 
  number of these arms due to their specialised 
  nature, but the Planetary Defence Forces bought 
  more of these for deployment on both orbital 
  platforms and for use by their Maritime forces.   
  The D102 uses an airtight 100 round drum. 
   
   
   
  Light Machinegun
  Light Machinegun
  Light Machinegun
  Light Machinegun    –––– Milirem 8000
   Milirem 8000
   Milirem 8000
   Milirem 8000    
   
   
  This light machinegun is a simple, rugged, and 
  very reliable light weapon. It is gas-operated, firing 
  from an open bolt. It features an internal bipod, an 
  easily-changed barrel, and a folding butt stock. 
  Fire selection allows single shots and automatic 
  fire. It is normally belt-fed, but can accept thirty-
  round box magazines.  Normally chambered for 
  5.56 mm rounds and can fire single shot or auto 
  fire. 
   
  Medium Machinegun
  Medium Machinegun
  Medium Machinegun
  Medium Machinegun    –––– SMI 762
   SMI 762
   SMI 762
   SMI 762    
   
   
  This medium machinegun is a well-built, reliable 
  weapon that is one of the most widely-used 
  machineguns in the Colonies today. It is 
  blowback-operated, firing from a closed bolt, and 
  
   
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  belt-fed, 
  accepting 
  either 
  continuous-link 
  or 
  disintegrating-link belts with equal ease. It features 
  an easily changed barrel and a fully-adjustable 
  bipod that allows the gun to pivot a little.  The gun 
  fires the older 7.62mm round (the standard round 
  used during the Cylon War). 
   
  Heavy Ma
  Heavy Ma
  Heavy Ma
  Heavy Machinegun
  chinegun
  chinegun
  chinegun    –––– Caprica Arms HCG
   Caprica Arms HCG
   Caprica Arms HCG
   Caprica Arms HCG    
   
   
  This 
  man 
  portable 
  or 
  vehicle 
  mountable 
  machinegun is air-cooled and belt-fed. It fires from 
  a closed bolt and is operated on the short recoil 
  principle. In this action, the bolt and barrel are 
  initially locked together, and recoil upon firing. After 
  a short distance, the bolt and barrel unlock, and 
  the bolt continues to move rearwards relative to 
  the barrel. This action opens the bolt, and pulls the 
  belt of ammunition through the weapon, readying it 
  to fire again, all at a cyclic rate of 600.  The gun 
  fires 0.50 inch ammunition of the same type used 
  by the Picon 911. 
   
  Grenade Launcher SMI CA
  Grenade Launcher SMI CA
  Grenade Launcher SMI CA
  Grenade Launcher SMI CA----32 Multiple
  32 Multiple
  32 Multiple
  32 Multiple----Shot 
  Shot 
  Shot 
  Shot  
   
   
   
  The CA-32 Multiple-Shot Grenade Launcher 
  (MSGL) is a relatively new weapon from SMI. The 
  CA-32 is a multiple-shot weapon intended to 
  increase the firepower of a Marine fireteam when 
  compared 
  to 
  standard 
  single-shot 
  weapon-
  mounted grenade launchers. It is a simple, rugged 
  and reliable design based on the revolver principle 
  to achieve its high rate of fire.  
   
  The CA-32 grenade launcher consists of a 
  lightweight, progressively rifled steel barrel, sight 
  assembly, frame with firing mechanism, spring-
  actuated revolving cylinder magazine and a 
  collapsible stock. The stock is adjustable to suit the 
  eye relief and firing stance of the user. The 
  position of the front vertical grip is also adjustable 
  for comfort. The forearm also has multiple rails that 
  allows the user to mount whatever accessories 
  he/she wishes to use. The weapon has a fire 
  selector safety switch just above the rear pistol grip 
  which can be operated from either side.  
   
  The MSGL is equipped with a collimating reflex 
  sight which provides a single aiming dot. The 
  shooter aims with both eyes open and the effect is 
  to see the aiming spot superimposed on the target, 
  both target and aiming dot being in sharp focus (+1 
  skill step to aiming). The launcher is also fitted with 
  an artificial boresight which can be used to zero 
  the reflex sight. The reflex sight includes a radio 
  luminous lamp which provides the spot contrast 
  and which has a life of approximately 10 years. 
  The reflex sight was designed to be used to 
  determine the range to the target and instantly 
  adjusted.  
   
   
  Light Mortar
  Light Mortar
  Light Mortar
  Light Mortar    –––– CA
   CA
   CA
   CA60
  60
  60
  60    
   
   
  This light weight, simple and effective artillery 
  equipment can be carried and fired by one man. 
  The light mortar is used to fire smoke, illuminating 
  and high explosive rounds; a short range insert 
  device enables the weapon to be used in close 
  quarter battle situations with some accuracy.  
   
  
   
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  High explosive rounds deal 5d6 points of Wound 
  damage within a blast increment of 30 feet. 
   
  Infantry Mortar
  Infantry Mortar
  Infantry Mortar
  Infantry Mortar    –––– CA42
   CA42
   CA42
   CA42    
   
  This mortar 
  weighs 91 lb completely assembled and is a 
  smooth bore, muzzle-loading, high-angle-of-fire 
  weapon used for long-range indirect fire support to 
  light infantry, air assault, and airborne units across 
  the entire front of a battalion zone of influence. It is 
  normally deployed in the mortar platoon of an 
  infantry battalion. This weapon system weighs 90 
  lb completely assembled. The mount consists of a 
  bipod and a base plate which is provided with 
  screw type elevating and traversing mechanisms 
  to elevate or traverse the mortar. Its sight unit is 
  attached to the bipod mount.  
  Attached to the muzzle of the weapon is the Blast 
  Attenuation Device, used to reduce the blast 
  effects on the mortar crew. To increase cooling 
  efficiency, the breech end is finned. The cannon 
  also has a crew-removable breech plug and firing 
  pin.  
  The mortar has a minimum range of 90 yards and 
  can fire the following principal classifications of 
  training and service ammunition. 
   
  Ammunition: 
  • 
  High explosive - Used against personnel and 
  light materiel targets. Damage: 5d8 W, Blast 
  Increment: 35 feet 
  • 
  White phosphorus - Used as a screening, 
  signalling, casualty-producing, or incendiary 
  agent. Red Phosphorus may also be used. 
  Damage: d12 W first turn, d8 W second turn, 
  d4 W third turn; flammables in 5' radius burn, 
  characters struck must make a HARD (11) 
  Agility + Alertness roll or suffer damage. 
  • 
  Illumination - Used in night missions requiring 
  illumination for assistance in observation. No 
  damage. 
  • 
  Training practice - Used for training in limited 
  areas. No damage. 
  • 
  Infrared Illumination - Produces illumination 
  which is only visible through the use of night 
  vision devices. No damage. 
   
  OOOOPTIONAL 
  PTIONAL 
  PTIONAL 
  PTIONAL RRRRULES
  ULES
  ULES
  ULES::::    Spotters:
  Spotters:
  Spotters:
  Spotters:  
  A spotter is someone who detects, observes, and 
  assigns targets in an orbital bombardment or 
  artillery strike and watches for the results of the 
  attack.  
  A spotter needs the correct equipment. A 
  designator of some kind and a secure uplink to the 
  artillery emplacement are required. A wireless 
  handset will suffice under good conditions, but an 
  encrypted 
  portable 
  military 
  transceiver 
  is 
  preferable. A targeting scope of some sort is also 
  highly recommended. 
  The spotter can designate a target as a full-turn 
  action. No other action is possible that turn. He 
  makes 
  an Alertness 
  + 
  Heavy Weapons / 
  Appropriate Specialty roll using the mortar's range 
  penalty (based on weapon range). On a hit, apply 
  damage normally. On a miss, the attack scatters. 
  Roll d8 to determine the direction in which the hit 
  deviated: 1 means long, 2 means long and to the 
  right, 3 right, 4 short and right, 5 short, 6 short and 
  left, 7 left, 8 long and left. Then roll d10 to see how 
  many feet away from the targeted area the attack 
  hits. Add ten feet for every point by which the 
  attack missed. Thus, indirect fire might be 
  devastating against exposed enemy troops, but it's 
  not particularly accurate. 
  Finally, the spotter should realize that this is a 
  dangerous profession. Sensors will pick up his 
  signal fairly easily, and he'll likely face an artillery 
  barrage of his own. 
   
  PPPPLANETCRAFT 
  LANETCRAFT 
  LANETCRAFT 
  LANETCRAFT W
  W
  W
  WEAPONRY
  EAPONRY
  EAPONRY
  EAPONRY    
  The following weapons are designed to do damage 
  to vehicles.   All damage quoted is on ‘planetcraft’ 
  scale (i.e. 10x personal damage.   So a d6 W (P) 
  does d6 x 10 Wound damage on a personal scale). 
   
   
  Shoulder
  Shoulder
  Shoulder
  Shoulder----launched Missile Weapon
  launched Missile Weapon
  launched Missile Weapon
  launched Missile Weapon    
   
  
   
  72
  72
  72
  72    
   
  The 
  Shoulder-launched 
  Multipurpose 
  Assault 
  Weapon (SMAW) is a man-portable anti-tank 
  guided missile system that launches fire-and-forget 
  missiles with lock-on before launch and automatic 
  self-guidance. The system takes a top-attack flight 
  profile against armoured vehicles (attacking the top 
  armour which is generally thinner) but can also 
  take a direct-attack mode for use against buildings, 
  fortifications, or aircraft. The missile reaches a 
  peak altitude of 500 feet in top attack mode and 
  150 feet in direct fire mode. The missile is 
  equipped with an imaging infrared seeker. The 
  tandem warhead is fitted with two shaped charges: 
  a precursor warhead to detonate any explosive 
  reactive armour and a primary warhead to 
  penetrate base armour. 
  The missile is ejected from the launcher so that it 
  reaches a safe distance from the operator before 
  the main rocket motors ignite. This makes it harder 
  to identify the launcher and allows it to be fired 
  from within buildings. However, back-blast from the 
  launch tube still poses a hazard to nearby 
  personnel. Thanks to this "fire and forget" system, 
  the firing team may move on as soon as the 
  missile has been launched. 
  The missile system is carried most often by a two 
  man team consisting of a gunner and an ammo 
  bearer, although it can be fired with just one 
  person if necessary. While the gunner aims and 
  fires the missile, the ammo bearer scans for 
  prospective targets and watches for threats such 
  as enemy vehicles and troops. 
   
  SSSShort
  hort
  hort
  hort----Range Assault Weapon 
  Range Assault Weapon 
  Range Assault Weapon 
  Range Assault Weapon ---- Duster
   Duster
   Duster
   Duster 
   
   
   
  This weapon is a lightweight, close range missile 
  system that has a shorter range than the man-
  portable air-defence system. It is a fire-and-forget 
  weapon 
  utilizing 
  a 
  pre-launch 
  system 
  that 
  measures target speed and direction and is used 
  in 
  conjunction 
  with 
  known 
  missile 
  flight 
  performance to predict where the target will be 
  when the missile is in a position to intercept. The 
  missile also uses an inertial guidance unit that 
  sends the weapon over the predicted intercept 
  point, compensating for crosswind and launcher 
  motion (the launcher may be mounted on or fired 
  from a vehicle). For direct attacks the missile acts 
  as an unguided, flattened trajectory, line-of-sight 
  weapon. 
   
  Man
  Man
  Man
  Man----Portable Air
  Portable Air
  Portable Air
  Portable Air----Defence
  Defence
  Defence
  Defence System
   System
   System
   System    
   
   
   
  These 
  man-portable 
  air-defence 
  systems 
  (MANPADS) 
  are 
  shoulder-launched 
  infrared 
  homing surface-to-air missiles that use single or 
  multiple detectors to produce a quasi-image of the 
  target and also have the ability to recognize and 
  reject 
  flares 
  dispensed 
  from 
  aircraft 
  and 
  spacecraft. They are light to carry and relatively 
  easy to operate, shoulder-fired by a single 
  operator, although officially it requires two. The 
  missiles can attack aircraft at altitudes of up to 
  13,000 feet.  
  Before a missile is fired, the operator "interrogates" 
  the target, pressing the IFF switch on his missile 
  launcher. This immediately sends a signal to the 
  target's transponder asking whether it is a friend or 
  foe. If the target is identified as a foe, the operator 
  turns off the safety and pushes the actuator button 
  which warms up the external battery cooling unit 
  and makes the weapon go "live". Next, an infrared 
  signal is triggered at the target to determine its 
  range and acquire the heat emanating from its 
  engines. After having heard a high-pitched tone, 
  the operator presses the weapon's "uncaging" 
  switch and holds it in. When the tone gets louder, 
  the operator has got "tone", a lock on the target.  
   
  OOOOPTIONAL 
  PTIONAL 
  PTIONAL 
  PTIONAL RRRRULES
  ULES
  ULES
  ULES    
  The user can attempt to establish a missile lock 
  against any target up to extreme range. To 
  establish a missile lock, the user makes an 
  Alertness + 
  Heavy Weapons / Appropriate 
  Specialty Skill roll as an action against. The 
  Difficulties are shown in the table below. The 
  
   
  73
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  73
  73
  missile is not fired as part of this action. If the 
  attack roll succeeds, a missile lock is established 
  and remains that way until the missile is fired 
  unless the target ship moves a range category 
  farther away or leaves the missile system's fire arc. 
  The user can fire the missile at any time. 
   
   
   
  Once the missile is fired, the target can attempt to 
  avoid the missile attack. 
  If used against infantry or light fortifications, these 
  missiles deal 4d4 planetcraft scale Wound damage 
  within a blast increment of 50 feet. 
   
  Ammunition
  Ammunition
  Ammunition
  Ammunition Types
   Types
   Types
   Types 
   
  The damage shown for each weapon reflects 
  standard ball ammunition. When using a different 
  form of ammunition, substitute the damage for that 
  ammunition type for the weapon’s standard 
  damage. 
   
  Accelerated 
  Energy 
  Transfer 
  Accelerated 
  Energy 
  Transfer 
  Accelerated 
  Energy 
  Transfer 
  Accelerated 
  Energy 
  Transfer 
  Ammunition:
  Ammunition:
  Ammunition:
  Ammunition: AET rounds are good at penetrating 
  armour, but still rapidly shed their velocity when 
  they strike softer material, like flesh. AET rounds 
  ignore 2 W of armour. If your target is unarmoured, 
  you suffer a -1 step penalty on the damage roll. 
   
  Armour
  Armour
  Armour
  Armour Piercing Ammunition
   Piercing Ammunition
   Piercing Ammunition
   Piercing Ammunition: AP rounds are 
  simply ball rounds with very hard penetrators 
  embedded within or coated with special materials 
  that act as lubricants and help the bullet pass 
  through resistant material. The bullet does not 
  deform much when it passes through the target, so 
  the energy transfer is minimal. 
   
  AP rounds ignore 3 W of armour. If your target is 
  unarmoured, you suffer a –2 step penalty on the 
  damage roll. 
   
  Ball Ammunition
  Ball Ammunition
  Ball Ammunition
  Ball Ammunition: Ball ammunition serves as a 
  general-purpose 
  role, 
  compromising 
  between 
  energy transfer and penetration. The standard 
  damage shown for each weapon reflects ball 
  ammunition; no special rules apply. 
   
  Explosive 
  Ammunition
  Explosive 
  Ammunition
  Explosive 
  Ammunition
  Explosive 
  Ammunition: Explosive 
  rounds 
  detonate on impact. Explosive rounds add 2d6 W 
  to the weapon’s damage. 
   
  Glaser Ammunition
  Glaser Ammunition
  Glaser Ammunition
  Glaser Ammunition: Glaser rounds are frangible, 
  designed to break apart when they strike a target. 
  They are extremely lethal against unarmoured 
  targets, but have almost no ability to penetrate 
  armour. 
   
  If your target has armour, you suffer a -2 step 
  penalty on the damage roll. If your target is 
  unarmoured, however, you gain a +2 step bonus. 
   
  Hollow point
  Hollow point
  Hollow point
  Hollow point Ammunition
   Ammunition
   Ammunition
   Ammunition: Hollow point rounds 
  are designed to increase energy transfer. When 
  they hit a solid object, they deform, mushrooming 
  out and expanding their cross-section. They then 
  lose velocity, transferring most or all of their energy 
  to the target. However, they are poor penetrators. 
  If your target has armour, you suffer a -1 step 
  penalty on the damage roll. If your target is 
  unarmoured, however, you gain a +1 step bonus. 
   
  Less
  Less
  Less
  Less----Than
  Than
  Than
  Than----Lethal
  Lethal
  Lethal
  Lethal----Ammunition
  Ammunition
  Ammunition
  Ammunition:  
  Less-Than-
  Lethal rounds such as rubber bullets are intended 
  to be unlikely to kill or to cause great bodily injury 
  to a living target. Damage is Stun beyond 3 yards. 
  Below that range, it’s Basic type. 
   
  Tracer Ammunition
  Tracer Ammunition
  Tracer Ammunition
  Tracer Ammunition: Tracer rounds burn brightly 
  to enable the shooter to follow the bullets' 
  trajectories. 
  Tracer rounds grant a +1 step Skill bonus on 
  attack rolls, but only when the weapon is fired on 
  auto fire and a third of its ammunition is expended. 
   
   
   
  Optional Rules: Silenced Weapons
  Optional Rules: Silenced Weapons
  Optional Rules: Silenced Weapons
  Optional Rules: Silenced Weapons 
   
  Some firearms have built-in or attachable silencers 
  or suppressors, allowing them to operate much 
  more quietly than most guns. The effect of a 
  silencer or suppressor depends on the type of 
  device, ammunition, and weapon used. 
  Suppressed Weapons
  Suppressed Weapons
  Suppressed Weapons
  Suppressed Weapons    
   
  A suppressor is a device that captures the 
  supersonic gases that propel the bullet from the 
  gun, slowing them as they escape from the barrel 
  to below supersonic speed and hence silencing 
  them. A suppressor does nothing to slow the 
  actual bullet, which also makes a loud noise if it 
  travels at supersonic speeds. Suppressors cannot 
  Range Category  Difficulty 
  Point Blank  
  Not within minimum range 
  Short  
  EASY (3) 
  Medium  
  AVERAGE (7) 
  Long  
  HARD (11) 
  Extreme  
  FORMIDABLE (15) 
  
   
  74
  74
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  74
  be 
  used 
  on 
  revolvers 
  or 
  shotguns. 
   
  When firing standard ammunition, a suppressed 
  weapon that normally deals d6 W or more Wound 
  damage is not silent. The sound is reduced, 
  however, and because it originates not from the 
  firearm, but from the bullet as it passes the 
  listener, it’s difficulty to tell where the sound is 
  coming from. An AVERAGE (7) Alertness + 
  Perception / Hearing Skill is required to locate the 
  source of the gunfire. 
  Silenced Weapons
  Silenced Weapons
  Silenced Weapons
  Silenced Weapons    
   
  Some weapons muffle not just the muzzle blast, 
  but also the supersonic boom on the bullet itself, 
  by reducing the velocity of the bullet to below 
  supersonic speed. Generally, a series of tiny holes 
  in the barrel bleed off some of the propellant 
  gasses, preventing the bullet from accelerating to 
  supersonic speed. The bled-off gasses are trapped 
  and slowed along with the muzzle gasses in a 
  built-in suppressor. Alternatively, any weapon fitted 
  with a suppressor can operate in a silenced mode 
  by using cold-loaded ammunition, prepared with a 
  reduced propellant charge. 
  Either method reduces the damage dealt by the 
  weapon. Firearms that deal d4 W damage are 
  unaffected because such bullets travel at or below 
  the speed of sound anyway. For firearms that 
  normally deal d6 W damage, silencing imposes a -
  1 step penalty on the damage die. For firearms 
  that normally deal d8 W or d10 W damage, 
  silencing imposes a -2 step penalty on damage. 
  Weapons that deal d12 W or more cannot be 
  silenced. 
  When a silenced weapon is fired, the only sound is 
  the mechanical action of the weapon. Noticing the 
  sound of a semiautomatic or automatic silenced 
  weapon requires an AVERAGE (7) Alertness + 
  Perception / Hearing Skill roll. 
  Silenced and Locked Weapons
  Silenced and Locked Weapons
  Silenced and Locked Weapons
  Silenced and Locked Weapons    
   
  Some 
  semiautomatic 
  or 
  automatic 
  weapons 
  designed for use with silencers include a bolt 
  catch. This device prevents the action form cycling, 
  reducing the mechanical noise of the weapon 
  firing. However, when the bolt catch is used, the 
  weapon’s rate of fire is reduced to single shot. 
  Weapons that already have a single shot rate of 
  fire are always considered locked. Engaging or 
  disengaging a bolt catch is an action.  
   
  Noticing the sound of a silenced and locked 
  weapon requires a HARD (11) Alertness + 
  Perception / Hearing Skill roll. 
   
  Ghillie Suit
  Ghillie Suit
  Ghillie Suit
  Ghillie Suit    
   
   
   
  A Ghillie suit, or yowie suit, is a type of camouflage 
  clothing designed to resemble heavy foliage. 
  Typically, it is a net or cloth garment covered in 
  loose strips of cloth or twine, sometimes even 
  made to look like leaves and twigs. Snipers may 
  wear a Ghillie suit to blend into their surroundings 
  when they feel it is important for them to 
  camouflage and hide themselves from enemies or 
  their targets.  
   
  A Colonial Sniper’s is custom-made for the wearer. 
  Beneath a natural-fibre camouflage is a suit made 
  from radar-absorbent materials. A portable heat 
  sink connected with the suit by a length of 
  superconducting cable helps regulate its thermal 
  signature. 
   
  A character wearing a Ghillie suit gains a +2 step 
  Skill bonus on all Covert Skill rolls. This benefit is 
  negated if the character is wearing any type of 
  armour underneath the suit. 
   
  
   
  75
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  75
   
  Weapon
  Weapon
  Weapon
  Weapon    
  Type
  Type
  Type
  Type    
  Damage
  Damage
  Damage
  Damage    
  Range 
  Range 
  Range 
  Range 
  Increment
  Increment
  Increment
  Increment    
  Cost(in 
  Cost(in 
  Cost(in 
  Cost(in 
  cubits)
  cubits)
  cubits)
  cubits)    
  Notes
  Notes
  Notes
  Notes    
  Tamris Parker 
  Revolver 
  D8 W 
  21 yards 
  1,200  
  AP Explosive rounds add 1d6 W to normal damage 
  & ignore 3 W of armour 
  CAL Mk 10 Warrior 
  Revolver 
  D10 W 
  12 yards 
  700 
  Picon 5-7 
  Auto Pistol 
  D6 W 
  12 yards 
  500 
  Explosive Round Launcher adds 2d6 W to the 
  pistol's damage 
  Bluebird Special 
  Auto Pistol 
  D6 W 
  15 yards 
  300 
   
  Delphi CS Mk5 
  SMG 
  D6 W 
  75 yards 
  1,200  
  Heavy 
  MP-7           
  SMG 
  D6 W 
  45 yards 
  1,600 
   
  Delphi Arms CA270 
  Sniper Rifle  
  d8 W  
  350 yards  
  5,000  
  Single shot 
  Picon 911 
  Sniper Rifle 
  SASR  
  D12 W  
  1,500  
  Semi-Auto 
  Leo Sweeper 
  Shotgun  
  D10 W  
  15 yards  
  400  
  Can fire single shot only 
  Picon SGA-20 
  Auto Shotgun 
  D10 W  
  15 yards  
  850  
   
  Delphi CA-II 
  Auto Shotgun 
  D10 W  
  17 yards  
  1,000  
   
  Demeter D107 
  Rifle 
  D10 W 
  150 yards 
  600  
  AP rounds ignore 3 W of armour 
  Leo Brava 
  Assault Rife 
  d8 W  
  200 yards  
  2,500  
   
  Demeter D102 
  Assault Rife 
  d8 W  
  180 yards  
  2,500  
   
  MR-C 
  Assault Rifle 
  D8 W 
  150 yards 
  3,000 
  Can fire single shot, burst, or auto fire 
  SMI 80 
  Assault Rifle 
  D8 W 
  150 yards 
  600 w sight 
  2,100 
   
  Brava Under-slung 
  GL 
  Grenade 
  Launcher 
  By Ammo  
  55 yards  
  1,200  
  Single Shot 
  SMI M32 
  Grenade 
  Launcher 
  By Ammo 
  60 yards 
  3,200 
   
  Demeter D101 
  Carbine 
  D6 W 
  150 yards 
  1,800  
   
  SMI 80 
  Carbine 
  D8 W 
  140 yards 
  2,000 
   
  CAL Stormer 
  Carbine 
  D6 W 
  125 yards 
  1.200 
  Semi-auto  
  Brava Carbine 
  Carbine  
  d8 W  
  130 yards  
  1,700   
  Military 
  OICW Rifle 
  d8 W  
  170 yards  
   
  Can fire single shot or two-round burst 
  Taura Starfire 
  OICW 20mm 
  3d6 B 
  350 yards 
   
  Can fire one round per turn 
  Demeter D102 
  LSW 
  D8 W 
  140 yards 
  3,000  
  Operates in space 
  Milirem 8000 
  LMG  
  d8 W  
  150 yards  
  2,500  
  Military 
  SMI 762 
  MMG  
  D10 W  
  300 yards  
  3.600  
  Auto fire only 
  Caprica Arms HCG 
  HMG  
  D12 W  
  500 yards  
  5,400  
  Auto fire only   
  CA60 
  Light Mortar  
  By ammo  
  75 yards  
  5,500  
  one round per turn 
  CA42 
  Mortar  
  By ammo  
  1,300 yards  
  84,000  
  1 round per turn 
   
  SMAW  
  D6 W (P) 
  550 yards  
  126,000  
  1 round per turn 
  Duster 
  SMAW 
  D 8 W (P) 
  1,300 yards 
  135,000 
   
  MANPADS  
  D10 W (P) 
  1,500 yards  
  157,000  
  Can fire one missile every 
  two turns 
  Compact 
  Carbine 
  d8 W 
  50 yards 
   
  Carbine 
  d8 W 
  150 yards 
   
  Sniper Rifle 
  d8 W 
  400 yards 
   
  Assault Rifle 
  d8 W 
  300 yards 
   
  LARS42 
  Grenade 
  Launcher 
  By Ammo    
    
  60 yards 
  2,400 
  High explosive grenades fired from the grenade 
  launcher deal 3d6 points of Wound damage within a 
  blast increment of 10 feet 
  
   
  76
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  76
   
  DDDDRUGS AND 
  RUGS AND 
  RUGS AND 
  RUGS AND AAAALCOHOL
  LCOHOL
  LCOHOL
  LCOHOL    
  For Injury Effects see Page 94 of the Corebook. 
      
  Medkit
  Medkit
  Medkit
  Medkit    
   
  Med kits are carried aboard Raptors and are used 
  by first responders to medical emergencies 
  throughout the Fleet. A smaller version of the med 
  kit is also carried in the emergency survival gear of 
  Viper pilots should ejection from their fighter be 
  necessary.   They are also carried by most combat 
  soldiers and marines. 
  Med kits contain bandages, special tools, and 
  medications such as serisone, bloodstopper, 
  morpha, and stims and Anti-radiation medication. 
  This is the minimum kit needed to avoid penalties 
  for applying first-aid/medical skills.   Doctors med 
  kits are more comprehensive and weigh 5 kg each. 
   
  Anti
  Anti
  Anti
  Anti----radiation medication
  radiation medication
  radiation medication
  radiation medication    
  Designed to allow certain tissues of the human 
  body (typically, the thyroid gland) to block or resist 
  absorption of radiation that proceeds nuclear bomb 
  detonations.  ARM’s reduce the intensity of 
  radiation damage. 
  • 
  Extreme Radiation is treated as heavy rad 
  damage. 
  • 
  Heavy Radiation is treated as light radiation 
  damage. 
  • 
  Light Radiation is treated as no radiation 
  damage.  Anti-radiation medications create nausea 
  in 50% of cases. 
   
  Antibiotics
  Antibiotics
  Antibiotics
  Antibiotics    
  Antibiotics are drugs that kill or prevent the growth 
  of bacteria.   Correct dosage is determined by 
  medical skill.  Incorrect dosage imparts d2 stun 
  damage per day (as it gives the patient a dose of 
  the runs). 
   
  Bittamucin
  Bittamucin
  Bittamucin
  Bittamucin    
  Mellorak 
  infection, 
  also 
  called Mellorak 
  sickness, is a disease well known to the Colonies. 
  The infection originates in the kidneys, then rapidly 
  attacks the respiratory and immune system; it is 
  transmitted by skin contact, as well as through 
  bodily fluids and sexual intercourse. The only 
  known treatment for this infection is bittamucin, 
  which must be used within 48 hours after the onset 
  of symptoms (and requires 24 hours rest). Those 
  who are not properly treated have a time period of 
  3 to 5 days before death.   Symptoms of this 
  infection include coughing, clammy complexion, 
  and lethargy. 
   
  Bloodstopper
  Bloodstopper
  Bloodstopper
  Bloodstopper    
  Bloodstopper is a medical powder used by the 
  Colonial military to prevent wounds from bleeding 
  in an effective way. It immediately cauterizes gun-
  shot wounds and other types of bleedings. As the 
  process creates heat, morpha is used along with it 
  to ease the pain. It is included in standard med 
  kits.  Use of Bloodstopper prevents ongoing 
  damage from Bleeding (unless internal) but its use 
  without a painkiller will impart d2 stun damage for 
  three rounds. 
   
  Burdock root
  Burdock root
  Burdock root
  Burdock root    
  Burdock root is a plant used as a calmative for the 
  sick.  It is primarily used by Sagittarian’s, who do 
  not believe in medicine and medical practioners. It 
  is known for its pungent smell and is administered 
  in liquid form.  It works as a d4 Stun Sedative (d6 
  for children). 
   
  Chamalla
  Chamalla
  Chamalla
  Chamalla    
  Chamalla is a potent pharmacological substance 
  with hallucinogenic properties. It is used by oracles 
  for religious purposes, and by Colonial medicine as 
  an alternative therapy 
  for certain illnesses, 
  including cancer. Chamalla withdrawal is highly 
  acute, and resembles the symptoms of heroin 
  addiction. Chamalla has hallucinogenic effects, 
  desirable in its role as an entheogen, but not in its 
  medicinal applications.   Whatever its use on a 
  trained oracle, its normal use gives temporary use 
  
   
  77
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  77
  of the Trait Intuitive [d4] and a -2 attribute step to 
  any two attributes.   Withdrawal gives effects 
  similar to intoxication and requires a Resistance 
  Roll [Vitality + Vitality) each hour, or the character 
  will be unable to function. In addition the following 
  temporary complications are granted:  Paranoid 
  [d4]; Rebellious [d4]; Unstable [d4].  Withdrawal 
  takes as many d2 hours as the character has had 
  weeks taking the drug. 
   
  Interrogation Drug
  Interrogation Drug
  Interrogation Drug
  Interrogation Drug:  This drug (the knowledge of 
  which is restricted on a case by case basis) is an 
  hallucinogen that creates a high level of anxiety in 
  the subject, generating a feeling that their survival 
  is at stake. The drug is injected into one of the 
  subject's carotid arteries, which supply blood 
  directly to the brain, and appears to take effect 
  relatively quickly. Initially the subject is rendered 
  unconscious, but soon awakes in a pliable state..  
  Any character subjected to this treatment must 
  resist at a -3 step to their Vitality attribute. 
   
  Isoldin: 
  Isoldin: 
  Isoldin: 
  Isoldin: A type of fluid or chemical intravenously 
  fed into a patient to keep them hydrated.   It helps 
  prevent shock and stabilises patients during 
  surgery.   It requires a med skill of d6 to administer 
  correctly and will (together with a successful first 
  aid roll) stop all ongoing damage to a character 
  until they can be brought in for surgery.   This 
  stabilising treatment is temporary and lasts for 
  thirty minutes per number of life points left.  A 
  single bag will last for an hour. 
   
  Morpha
  Morpha
  Morpha
  Morpha    
  Morpha is a painkilling medication used by the 
  Colonial military. The drug is included in all med 
  kits.  Assuming that pain is treated as ongoing 
  Stun damage, then Morpha relieves up to d6 Stun 
  damage per dose.  A Morpha overdose is fatal.  
  Other than this aspect, it will temporarily relieve 
  any damage penalties imposed by Wounds. 
   
  Serisone
  Serisone
  Serisone
  Serisone    
  Designed to prevent fluid build-up in lungs (such 
  as pneumonia) if administered regularly. Pre-
  selected doses are administered via an injector 
  pen. It is included with all med kits.  
   
  Stims
  Stims
  Stims
  Stims    
  Stims, short for "stimulants", are a type of drug 
  used to temporarily increase alertness and 
  attentiveness.   All Fatigue penalties are ignored.  
  Alertness and Agility gain a +1 step.  The drug 
  lasts 6 hours after which all fatigue effects kick in 
  again (including any built up over the six hour 
  period) and the character suffers a -2 Attribute 
  step.  They temporarily heal d2 to d12 stun 
  [dependant on dosage] but this returns after the 6 
  hours are up.   If another dosage is taken the 
  negative effects can be overturned for another six 
  hours.   Every dose adds a cumulative -2 Attribute 
  step plus the fatigue effects.  Overuse or 
  overdosing on stims can cause irrational, violent, 
  and psychotic behaviour.   Use of Stims in 
  radiation areas doubles the absorption rate (apply 
  stim effect after applying the effect of anti-radiation 
  medication).    
   
  Intoxication:
  Intoxication:
  Intoxication:
  Intoxication:: : : : For those who want to imbibe, being 
  drunk imposes 4 stun and a -2 attribute step that 
  ends only after they have sobered up. 
   
  Ambrosia
  Ambrosia
  Ambrosia
  Ambrosia: Ambrosia is an intoxicating alcoholic 
  beverage, typically green in colour. Ambrosia was 
  produced in the Bliffe Sector by the Stanford 
  Distillery for at least 100 years. It also appears to 
  have been made with prison labour. 
   
  Fumarella Leaf
  Fumarella Leaf
  Fumarella Leaf
  Fumarella Leaf:::: The fumarella leaf grows on 
  Caprica and is a mild intoxicant.   The Imperial 
  Brand is considered a superior cigar.   Cheaper 
  brands include Fliole and Caprican Imperial.  
  Another cigarette brand is Sarcoma. 
   
  Hawryliw
  Hawryliw
  Hawryliw
  Hawryliw::::  a liquor of the Twelve Colonies. 
   
  Caprican Leaf
  Caprican Leaf
  Caprican Leaf
  Caprican Leaf:   a mildly-psychotropic plant 
  indigenous to  Caprica.  Its use is banned in the 
  CDF. 
   
  Opium
  Opium
  Opium
  Opium is a narcotic created from the sap of the 
  opium poppy.  There are opium dens scattered 
  throughout the colonies. 
   
  Virgon Brew
  Virgon Brew
  Virgon Brew
  Virgon Brew is the brand name of a type 
  of beer available on Caprica (and presumably 
  Virgon).  
   
  
   
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  Grog
  Grog
  Grog
  Grog (sometimes nicknamed executioner) is an 
  alcoholic beverage, a mixture of ale and something 
  stronger (such as Cider, Rum or Ambrosia), 
  occasionally served in bars and Officer's Clubs.  
   
  Homemade Buzzer
  Homemade Buzzer
  Homemade Buzzer
  Homemade Buzzer:  "buzzer" is the general term 
  given to a variety of alcoholic beverages native to 
  the “Colonial provinces", essentially a form 
  of moonshine made of local plant life and "usually 
  aged less than one year". 
   
  VVVVignon
  ignon
  ignon
  ignon::::  a generic term for a cheap bottle of wine.  
   
   
   
   
   
  
   
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  COLONIAL VEHICLES
  COLONIAL VEHICLES
  COLONIAL VEHICLES
  COLONIAL VEHICLES    
   
   
   
   
  
   
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  CMC Sidewinder Mk.III MBT
  CMC Sidewinder Mk.III MBT
  CMC Sidewinder Mk.III MBT
  CMC Sidewinder Mk.III MBT    
   
  Agi d2, Str d12, Vit d6, Ale 0, Int 0, Wil d6; 
  LP 18; Init d2; Scale Planetcraft; Speed 1 
  Traits Past Its Prime (d6) 
  Skills None 
  Armaments 1 personal scale personal range 
  heavy machinegun (d12, auto fire capable), 1 
  planetcraft scale skirmish range medium cannon 
  (d8), 1 planetcraft scale skirmish range heavy 
  cannon (d12), 2 planetcraft scale capital range 
  heavy missile systems (d12+d4) 
  Armour Wound 5, Stun 2 
  Description 25 x 15 x 10 feet; Crew 4  
  Passengers None; Cargo None; Range 200 
  miles  
  Towing Capacity 15,000 lbs. 
   
  The Sidewinder series of MBTs first came into 
  service a few years before the first Cylon war, 
  manufactured 
  by 
  the 
  Tauranian 
  armaments 
  company Knossan Munitions, to replace the older 
  Scion series of Battle Tanks.  
   
    The Sidewinder Mk.I was mainly used by the 
  Tauranian Defence Forces and Marine Corps. 
  However it was a very successful design and as 
  such was widely exported and copied by the other 
  colonies.  
  Later, the Sidewinder Mk.II was used as the 
  service MBT of 
  the newly formed 
  Colonial 
  Marine 
  Corps 
  when 
  it 
  was founded after 
  the unification of 
  the Colonies.  
     The last version 
  was 
  the 
  Sidewinder Mk.III 
  which came into 
  service 
  thirty 
  years 
  after 
  unification. It was heavily armoured designed to 
  withstand attacks from the latest infantry ATGMs 
  and 
  RPGs.  
  The 
  Mk.III 
  was 
  armed 
  with 
  a 
  powerful 
  130mm 
  main gun, a coaxial 
  20mm 
  revolver 
  cannon, 
  a 
  pintle 
  mounted GPMG and 
  an 
  ATGM 
  missile 
  pod attached to the 
  left side of the turret, 
  guided by a Infra-red 
  targeting 
  device 
  mounted 
  on 
  the 
  right 
  side.  
  Other features include Auto Reactive Armour and 
  turret mounted smoke dispensers. Sidewinders 
  require a crew of three, driver, gunner and 
  commander.  
     At the time of the second Cylon attack, the 
  Sidewinder Mk.III had been phased out of use in 
  frontline units, to be replaced by the newer 
  Silverback Mk.I MBTs (Also manufactured by 
  Knossan Munitions). However many of the 
  Colonies maintained some in their reserve forces, 
  especially Tauron which had large stock piles of 
  them. All are presumed to have been destroyed. 
  But there may be some left, possibly in the use of 
  resistance fighters left on the colonies. 
   
   
  Salamander Mk.II IFV
  Salamander Mk.II IFV
  Salamander Mk.II IFV
  Salamander Mk.II IFV    
  Agi d4, Str d10, Vit d6, Ale 0, Int 0, Wil d6; 
  LP 16; Init d4; Scale Planetcraft; Speed 2 
  Traits None 
  Skills None 
  Armaments 1 personal scale personal range 
  heavy machinegun (d12, auto fire capable), 1 
  planetcraft scale skirmish range medium cannon 
  (d8) 
  Armour Wound 3, Stun 2 
  
   
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  Description approx. 25 x 7 x 9 feet; Crew 2; 
  Passengers 6; Cargo 4,000 lbs.; Range 300 
  miles; Towing Capacity 7,500 lbs. 
   
  The Salamander Mk.II is a compact IFV designed 
  to be taken quickly into any conditions by the 
  marines.  
  It is small enough to fit inside a Marine Corps 
  Cormorant Dropship and can be combat dropped 
  with a full squad of marines from orbit.  
  Its speed and agility allow it to traverse great 
  distance quickly so it can outmanoeuvre enemy 
  forces and deliver its troops into the battle zone.  
  In fighting the Salamander is meant to support its 
  troops by providing mobile heavy fire support 
  where needed. Its large 40mm cannon can tear 
  through even the toughest centurions and Cylon 
  armour is no match for its Firefly ATGMs.  
  Salamanders are also often used a forward scouts 
  and vanguards that probe territory in front of the 
  main armoured advance and operate in wolf packs 
  to mop up marauding infantry and light vehicle 
  units.  
  The Salamander Mk.II is the backbone of 
  the CMC's mechanized infantry divisions and was 
  in widespread use at the time of the Cylon attack. 
  Like the Mk.I before it the Mk.II was designed and 
  manufactured by the Caprican company Sapra 
  Munitions. Due to their widespread usage it is most 
  likely that at least a few Salamanders survived the 
  apocalyptic bombardment and it is possible that 
  some will survive in the hands of the resistance 
  fighters still on the twelve colonies. 
   
  Cormorant Dropship
  Cormorant Dropship
  Cormorant Dropship
  Cormorant Dropship    
   
  Agi d4, Str d10, Vit d8, Ale d6, Int d6, Wil d6; 
  LP 18, Init d4+d6; Scale Planetcraft 
  Speed 6 (4 
  in 
  atmosphere, descent; 3 
  in 
  atmosphere, ascent) (SL/JC) 
  Traits Tough (d4) 
  Skills Perception d4, Pilot d4 
  Armament 1 medium planetcraft scale skirmish 
  range autocannons (d8), 8 light planetcraft scale 
  skirmish range missiles (d8), 4 heavy planetcraft 
  scale capital range missiles (d12) 
  Armour Wound 5, Stun 4 
  Description 100 x 65 x 40 feet; Crew 4 
   
   
   
  CMC Silverback Mk.I MBT
  CMC Silverback Mk.I MBT
  CMC Silverback Mk.I MBT
  CMC Silverback Mk.I MBT    
   
  Agi d2, Str d12, Vit d6, Ale 0, Int 0, Wil d8; 
  LP 20; Init d2; Scale Planetcraft; Speed 1 
  Traits None 
  Skills None 
  Armaments 1 personal scale personal range 
  medium machinegun (d8, auto fire capable), 1 
  personal scale personal range heavy machinegun 
  (d12, auto fire capable), 1 planetcraft scale 
  skirmish range medium cannon (d8), 1 planetcraft 
  scale skirmish range heavy cannon (d12) 
  Armour Wound 5, Stun 3 
  Description approx. 30 x 15 x 10 feet; Crew 3;  
  Passengers None; Cargo None; Range 200 
  miles; Towing Capacity 18,000 lbs. 
   
  The Silverback is a main battle tank produced in 
  the Colonies. It is a well armed, heavily armoured, 
  and highly mobile tank designed for modern 
  armoured ground warfare. Notable features of the 
  Silverback include the use of a powerful gas 
  turbine engine, the adoption of sophisticated 
  composite armour, and separate ammunition 
  storage in a blow-out compartment for crew safety. 
  It is one of the heaviest tanks in service, weighing 
  in at close to 70 tons. The Silverback entered 
  service shortly before the second Cylon War, 
  replacing the Sidewinder. 
   
   
      
      
  
   
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  MC Interim Fast Attack Vehicle
  MC Interim Fast Attack Vehicle
  MC Interim Fast Attack Vehicle
  MC Interim Fast Attack Vehicle    
  CMC IFAV
  CMC IFAV
  CMC IFAV
  CMC IFAV    
   
  Agi d4, Str d6, Vit d4, Ale 0, Int 0, Wil d4; 
  LP 10; Init d4; Scale Planetcraft; Speed 2 
  Traits Past Its Prime (d2) 
  Skills None 
  Armament 1 personal scale personal range heavy 
  machinegun (d12; auto fire capable) 
  Armour Wound 2, Stun 1 
  Description approx. 15 x 5 x 6 feet; Crew 1 
  Passengers 4; Cargo 1,000 lbs.;  
  Range 350 miles Towing Capacity 6,000 lbs. 
   
   
  The Colonial Defence Forces had a requirement 
  for a transportable tactical fast attack vehicle to 
  support manoeuvre when operating in the littorals. 
  This capability was provided by specially modified 
  1/4 ton trucks. The IFAV had a 156 horsepower 
  turbo-charged engine, capable of propelling the 
  vehicle at speeds of up to 100 mph and enabled 
  the vehicle to climb terrain with a grade up to 80 
  percent. Military modifications included a larger 
  engine, 
  air 
  conditioning, 
  an 
  automatic 
  transmission, half-doors and an integrated light 
  armour kit. The Interim Fast Attack Vehicle was 
  later replaced by the Colonial Armoured Wheeled 
  Vehicle (CAWS), although a few persisted longer. 
   
  The CAWS continues to be used by ground forces. 
   
  Colonial Landram Mark II Infantry Fighting 
  Colonial Landram Mark II Infantry Fighting 
  Colonial Landram Mark II Infantry Fighting 
  Colonial Landram Mark II Infantry Fighting 
  Vehicle
  Vehicle
  Vehicle
  Vehicle 
   
  As with other infantry fighting vehicles, the 
  Landram Mk II is designed to transport infantry 
  infantrymen and their equipment, offering at least 
  some armoured protection while providing fire 
  cover to dismounted troops and suppressing 
  enemy tanks and armoured vehicles. It is similar to 
  armoured personnel carriers (APC's). Landrams 
  are differentiated from APC’s by their enhanced 
  armament (allowing them to give direct-fire support 
  during an assault), firing ports (allowing the 
  infantry 
  to fire 
  personal 
  weapons 
  while 
  mounted), and usually improved armour. 
  Landram infantry fighting vehicles (IFV's) are 
  usually wheeled, but some tracked vehicles fall 
  into this category, too. IFV’s are much less 
  heavily-armed and -armoured than main battle 
  tanks, 
  but 
  they 
  carry 
  missiles.  
  The Landram holds a crew of three: a 
  commander, a gunner and a driver. 
   
  Agi d6, Str d8, Vit d6, Ale 0, Int 0, Wil d6; 
  LP 12; Init; Scale Planetcraft; Speed 2 
  Traits None 
  Skills None 
  Armament varies (see below) 
  Armour Wound 3, Stun 2 
  Description; 23 x 10 x 9 feet; Crew 3 
  Passengers 10; Cargo 2,000 lbs.;  
  Range 300 miles Towing Capacity 7,000 lbs. 
  Equipment varies (see below) 
  Variants
  Variants
  Variants
  Variants 
  Armoured
  Armoured
  Armoured
  Armoured Personnel Carrier
   Personnel Carrier
   Personnel Carrier
   Personnel Carrier 
  Armament 1 heavy planetcraft scale skirmish 
  range cannon (d12); 6 light planetcraft scale 
  skirmish range missiles (d8) 
  Anti
  Anti
  Anti
  Anti----Aircraft
  Aircraft
  Aircraft
  Aircraft 
   
  Armament 1 medium planetcraft scale skirmish 
  range autocannon (d8; auto fire capable); 8 
  medium planetcraft scale skirmish range missiles 
  
   
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  (d12) 
  Equipment DRADIS 
  Anti
  Anti
  Anti
  Anti----Tank
  Tank
  Tank
  Tank 
   
  Armament 1 light planetcraft scale personal range 
  cannon (d4); 6 heavy planetcraft scale capital 
  range 
  missiles 
  (d12+d4) 
  Equipment DRADIS 
   
  W105 Colonial Armoured Wheeled Vehicle.
  W105 Colonial Armoured Wheeled Vehicle.
  W105 Colonial Armoured Wheeled Vehicle.
  W105 Colonial Armoured Wheeled Vehicle.    
   
  Agi d6; Str  D4; Vit d6; Ale 0; Wil d8 
  LP 16; Init d6; Scale Planetcraft; Speed 1 
   
   
  Traits 
  None 
  Skills 
  None 
  Armaments Varies 
  Armour 
  Varies 
   
  Description 
  11x5x6 feet Crew 1-2; 
  Passengers 4  
   
   
   
  Cargo 2000 lbs; Range 350 miles; Towing 
  Capacity 6000 lbs 
   
   
   
   
  This squat looking vehicle is the workhorse of the 
  Colonial Marines as well as many of the lighter 
  units in the Colonial Defence Forces and Planetary 
  Units.    Wyldier Industries also produce a civilian 
  and luxury versions of the 105 (popularly known as 
  ‘Cowers’). 
   
  The 105 comes in a vast array of versions, from an 
  open patrol version, to a closed Missile Launcher. 
   
  Open Patrol Vehicle: 
  2 Light Machine Guns 
  (d10 W), no armour (the body work is open) 
  Urban Patrol Vehicle: 
  1 Light Machine Gun (d10 
  W), Armour - Wound 2, stun 2 
  Heavy Patrol Vehicle: 
  1 Heavy Grenade 
  Launcher (as ammo), Armour – Wound 4, Stun 2 
  Air Defence Vehicle: 
  8 MANPADS, Armour – 
  Wound 2, Stun 2 
  Fire Support: 
   
   
  Light Cannon (d4 
  W Planetcraft), Armour – Wound 2, stun 2 
  Anti-Tank:  
  6 Heavy Missiles (d12+4 W 
  Planetcraft), Armour – Wound 2, Stun 2 
   
  Other 
  versions 
  include 
  Ambulance, 
  Utility, 
  Decontamination, Mine Clearance, Mine Layer, 
  Mortar Carrier and almost any other type of job the 
  military can think of. 
   
   
   
   
   
   
  
   
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  Vanguard Series UCV.
  Vanguard Series UCV.
  Vanguard Series UCV.
  Vanguard Series UCV.    
   
  The W105 is not a vehicle designed for direct 
  combat.   To carry troops into the battlefield, the 
  Armoured personnel carriers is used. However, the 
  Cylon War proved them to be a liability as the 
  worst of them could not even resist the armour 
  piercing bullets used by the Cylons.   A redesign of 
  the APC concept led to the Vanguard series of 
  Urban Combat Vehicles (UCV).   These vehicles 
  are designed for Urban areas, where their low 
  clearance doesn’t matter very much.   They suffer 
  from very poor cross country mobility.   
   
  The Vanguard 4x4 is the standard hull in use by 
  the Colonial Marines.   A hull cupola covers the 
  UCV’s 
  forward 
  arc 
  with 
  two 
  synchronised 
  gatling 
  canons.  
  However the Vanguard carries a rear-
  mounted turret, allowing the APC to 
  fire from the safety of a hull-down 
  position. The turret assembly is fully 
  traversable, self contained and is 
  carried on a rail track which runs 
  down to the rear of the vehicle.   Each wheel is self 
  powered 
  and 
  is 
  also 
  armoured. 
   
  Vanguard 
  4x4 
  Urban 
  Combat 
  Vehicle
  Vanguard 
  4x4 
  Urban 
  Combat 
  Vehicle
  Vanguard 
  4x4 
  Urban 
  Combat 
  Vehicle
  Vanguard 
  4x4 
  Urban 
  Combat 
  Vehicle 
  Agi d4, Str d10, Vit 
  d6, Ale 1, Int 0, Wil d6, 
  LP 16; Init d4; Scale Planetcraft; Speed 2 (1 cross 
  country) 
  Traits None 
  Skills None 
  Armament 2 personal scale personal range heavy 
  machineguns (d12; auto fire capable), 1 planetcraft 
  scale 
  skirmish 
  range 
  medium 
  canon 
  (d6) 
  Armour Wound 
  5, 
  Stun 
  3 
  Description approx. 26 x 10 x 10 feet; Crew 2 
  Passengers 12; Range 400 
  miles; Towing 
  Capacity 1,500 lbs. 
  Gear:  Environment Control; Fire Extinguisher; 
  Smoke 
   
  A variant of the Vanguard is named the ‘Vikrant’ 
  and carries a large 120mm auto-loading mortar in 
  place of the turret and a restricted number of 
  passengers to 8 (four man the mortar, another 4 
  form a missile fire support team). 
   
  Vanguard 6x6 Urban Combat Vehicle
  Vanguard 6x6 Urban Combat Vehicle
  Vanguard 6x6 Urban Combat Vehicle
  Vanguard 6x6 Urban Combat Vehicle    
  Agi d4, Str d10, Vit 
  d6, Ale 1, Int 0, Wil d6, 
  LP 16; Init d4; Scale Planetcraft; Speed 2 
  (1 
  cross-country) 
  Traits None 
  Skills None 
  Armament 2 personal scale personal range heavy 
  machineguns (d12; auto fire capable), 1 planetcraft 
  scale 
  skirmish 
  range 
  Light 
  canon 
  (d8) 
  Armour Wound 
  6, 
  Stun 
  3 
  Description approx. 36 x 10 x 10 feet; Crew 2 
  Passengers 16; Range 600 
  miles; Towing 
  Capacity 10,000 lbs. 
  Gear:  Environment Control; Fire Extinguisher; 
  Smoke 
   
  This heavy UCV is the Ground Forces version of 
  the 4x4 vehicle and is their preferred vehicle for 
  urban areas (the defence of which is their primary 
  task).   The Vanguard also serves as the basis for 
  a number of other types of vehicle including; 
  Mortar Carrier, Missile Launcher, 
  Command 
  Vehicle, Emergency Operating Theatre. 
  
   
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  Vambrace 8x8 APC
  Vambrace 8x8 APC
  Vambrace 8x8 APC
  Vambrace 8x8 APC    
   
  The problems with cross country mobility in the 
  Vanguard Series was dealt with by producing a 
  lighter, but similar design with a higher wheel base.   
  The Vambrace shares an 85% spares compatibility 
  with the Vanguards.   As with them, the Vambrace 
  can be found in a large number of versions.    
   
  Agi d4, Str d10, Vit d6, Ale 1, Int 0, Wil d6, 
  LP 16; Init d4; Scale Planetcr
  aft; Speed 2 
  Traits None 
  Skills None 
  Armament 2 personal scale 
  personal range heavy 
  machineguns (d12; auto fire 
  capable), 1 planetcraft scale 
  skirmish range Light canon 
  (d6) 
  Armour Wound 4, Stun 2 
  Description approx. 36 x 10 x 14 feet; Crew 2 
  Passengers 14; Range 650 miles; Towing 
  Capacity 10,000 lbs. 
  Gear:  Environment Control; Fire Extinguisher; 
  Smoke 
   
   
   
  Karpenko Mk.II MBT
  Karpenko Mk.II MBT
  Karpenko Mk.II MBT
  Karpenko Mk.II MBT 
  Agi d2, Str d12, Vit d6, Ale 1, Int 2, Wil d4; 
  LP 20; Init d2; Scale Planet-craft; Speed 1 
  Traits None 
  Skills Heavy Weapons Targeting d6; Perception 
  d2 
  Armaments 2 personal scale personal range 
  medium machineguns (d8, auto-fire capable), 2 
  planet-craft scale skirmish range medium cannon 
  (d6), 1 planet-craft scale skirmish range heavy 
  cannon (d12+2), 6 MANPAD Rockets, 6 Medium 
  planet-craft scale skirmish Missiles (d12) 
  Armour Wound 10, Stun 5 
  Description approx. 37 x 16 x 17 feet; Crew 4;  
  Passengers None; Cargo None; Range 450 
  miles; Towing Capacity: 22,000 lbs. 
  Gear:  Life Support System; Fire Extinguisher; 
  Smoke 
   
  The Karpenko (or K2) is the dedicated tank of the 
  Planetary Defence Forces and is thought capable 
  of defeating any vehicle it is pitched against.  This 
  heavily armoured vehicle is capable of laying down 
  a carpet of fire and holding the line against the 
  Cylons.   There are two top mounted machine 
  guns for suppressing fire, backed by two 
  secondary cannon on either side of the main gun.   
  Finally, the tank carries six Air Defence Missiles 
  and six anti-armour missiles.  It has an advanced 
  targeting 
  system 
  that 
  utilises 
  the 
  Colonial 
  
   
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  Navigation Program. Despite pressure on them, 
  the Colonial Government has not authorised sales 
  to any of the Planetary Governments.  
   
  CA21 Destraudo APC
  CA21 Destraudo APC
  CA21 Destraudo APC
  CA21 Destraudo APC    
   
  Agi d6, Str d6, Vit d6, Ale 1, Int 0, Wil d6, 
  LP 16; Init d4; Scale Planetcraft; Speed 2 
  Traits None 
  Skills None 
  Armament 1 planetcraft scale skirmish range 
  Light canon (d4), 2 light planet-craft scale 
  skirmish range missiles (d8 W) 
  Armour Wound 3, Stun 2 
  Description approx. 19 x 8 x 16 feet; Crew 2 
  Passengers 6; Range 480 miles; Towing 
  Capacity 4,000 lbs. 
  Gear:  Environment Control; Fire Extinguisher; 
  Smoke 
   
   
   
  The Destraudo was rejected as a candidate for the 
  Marine UCV due to its height and small carrying 
  capacity.    The ground forces liked it for its 
  roominess and ability to carry special weapons 
  teams in both urban and rural regions of any 
  planet.    Its 30mm cannon is sufficient to lend fire 
  support and to cover the retreat of its fire teams.   
  Entry is by wheel hatches – each wheel is 
  independently powered. 
   
  In addition, two light missiles are also carried 
  giving the Destraudo the ability to ‘reach’ further 
  than its cannon allows. 
   
  Greicon 
  Motors 
  CA187 
  ‘Popeye’ 
  Agi d6, Str d4, Vit 
  d4, Ale 2, Int 2, Wil d4, 
  LP 16; Init d4; Scale Planetcraft
  ; Speed 3 
  Traits None 
  Skills Perception d2, Pilot d4 
  Armament 1 Gatling Gun 
  (d12+d4 W), up to 8 Light 
  Missiles (d8 W (planetcraft)) 
  Armour Wound 2 
  Description approx. 16x7x6 
  feet; Crew 2 
  Passengers 4; Range 500 
  miles; Cargo: 500 lbs Lifting 
  Capacity 3,000 lbs. 
  Gear:  Life Support System; 
  Fire Extinguisher;  
   
  Large 
  Air-Vans 
  have 
  been 
  around for years, but they 
  tended to be the same size as a 
  regular shuttle.   For the military, 
  therefore, it was actually easier 
  to use shuttles and relegate 
  local 
  movement 
  on 
  the 
  battlefield 
  to 
  old-fashioned 
  Helicopters.   Helicopters are 
  also much cheaper to buy. 
  
   
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  Gricon Motors managed to break through the 
  cost/technical barrier to produce a lighter version 
  of their standard motor-impeller that allows a much 
  smaller vessel to be built.    The Popeye uses a 
  small thruster at the rear, matched to two variable 
  angled thrusters,, to give the same performance of 
  a helicopter.   And the ‘Popeye’ requires less 
  maintenance than that of a Helo.    The Planetary 
  Forces use these exclusively.   Recalibrating the 
  Gravitic Impeller to each individual planets gravity 
  field takes up to 24 hours at a time, effectively 
  eliminating its usefulness for the Colonial Marine 
  Corp or Navy.   
   
   
  Scorpia W38a3 ‘Firecat’
  Scorpia W38a3 ‘Firecat’
  Scorpia W38a3 ‘Firecat’
  Scorpia W38a3 ‘Firecat’ 
  Agi d8, Str d6, Vit d6, Ale 2, Int 2, Wil d6, 
  LP 12; Init d8+d2; Scale Planetcraft; Speed 6 
  Traits None 
  Skills Heavy Weapon d2, Perception d4, Pilot d4 
  Armament 1 medium planetcraft scale skirmish 
  range autocannon (d8); 8 medium planetcraft scale 
  skirmish range missiles (d12) 
  Armour Wound 2, stun 2 
  Description approx. 50x32x16 feet; Crew 1 
  Ceiling: 65,000 ft; Range 850 miles (1500 with 
  ferry tanks) 
  Gear:  Life Support System; Fire Extinguisher; 
  Flares 
   
   
  The W38A3 is the primary atmospheric interceptor 
  for the Colonial Defence Forces.   Very similar to 
  the A1 version, the A3 is more agile, faster and 
  carries more fuel, putting it on a par with the 
  Colonial Vipers.  Upgrading of A1 to A3 is a matter 
  of installing new engines and electronics and 
  upgrading the software to incorporate the Colonial 
  Navigation Program. 
   
   
  Optional Rule
  Optional Rule
  Optional Rule
  Optional Rule:  Boosters.   In order to match 
  speeds with faster aircraft (or spacecraft in 
  atmosphere), aircraft can be fitted with special 
  boosters.   These allow a one or two step in 
  atmospheric speed.    A one step booster requires 
  removal of half of the missile load.   A two step 
  booster requires removal of all missiles.     It also 
  reduces the aircrafts range by half.   Boosters can 
  be used in space without these restrictions but 
  reduce agility by two steps (there is no way to 
  ‘steer’ the additional thrust).  
   
  Optional Rule
  Optional Rule
  Optional Rule
  Optional Rule:  Drop Tanks.   An aircraft can 
  extend its range by carrying drop tanks.    It 
  effectively doubles the normal range, but Agility is 
  restricted by two steps. 
   
   
  Viper Mk1a6
  Viper Mk1a6
  Viper Mk1a6
  Viper Mk1a6    
  Agi d10, Str d6, Vit d6, Ale 8, Int 6, Wil d6, 
  LP 12; Init d10+d8; Scale Planetcraft; Speed 7 (6 
  in atmosphere) 
  Traits Past its Prime (d6) 
  Skills  Perception d4, Pilot 
  d4 
  Armament 2 Medium 
  planetcraft scale skirmish 
  range autocannon (d8); 4 
  Medium planetcraft scale 
  capital  range missiles (d10) 
  Armour Wound 3, stun 2 
  Description approx. 
  27x9x17 feet; Crew 1 
  Gear:  Life Support System; 
  Fire Extinguisher; Flares 
   
   
  In order to obtain an extra-
  orbital defence capability old 
  
   
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  Viper Mk1’s initially made up the Air Forces.   
  Although a large number of Mk2’s were available, 
  the decision was taken to upgrade the large 
  numbers of Mk1’s instead.    The compatibility of 
  parts between the two mean’s that some of the 
  Mk1’s are closer to the Mk2 standard.    
  Essentially tasked to forward interception 
  of incoming targets, the Vipers are being 
  fitted with new electronic systems that will 
  incorporate the CNP. 
   
   
   
  W117 Sentinel Orbital Fighter
  W117 Sentinel Orbital Fighter
  W117 Sentinel Orbital Fighter
  W117 Sentinel Orbital Fighter    
  Agi d12+d2, Str d6, Vit 
  d6, Ale 8, Int 6, Wil d6, 
  LP 12; Init d14+d8; Scale Planetcraft; Sp
  eed 7 (non-atmospheric) 
  Traits none  
  Skills  Heavy Weapons d4, Perception d6, 
  Pilot d4 
  Armament 4 Heavy planetcraft scale skirmish 
  range autocannon (d12); 16 Medium planetcraft 
  scale capital  range missiles (d10) 
  Armour Wound 4, stun 2 
  Description approx. 80x50x60 feet; Crew 3 
  Gear:  3 Life pods; Fire-suppression system; Life-
  Support 
   
  The ‘Sentinel’ is a strictly orbital limited craft.   It 
  doesn’t have the range to travel interplanetary 
  (unlike the Vipers), nor the capabilities to enter 
  atmosphere.   What it does have is good sensors 
  and good armament.   Sentinels are deployed from 
  orbital platforms and expect to be on station for up 
  to 72 hours at a time.     
   
   
  CIS W17 ‘Thunderchild’ Strike Fighter
  CIS W17 ‘Thunderchild’ Strike Fighter
  CIS W17 ‘Thunderchild’ Strike Fighter
  CIS W17 ‘Thunderchild’ Strike Fighter 
  Agi d6, Str d8, Vit d12, Ale 4, Int 4, Wil d6, 
  LP 12; Init d6+d4; Scale Planetcraft; Speed 4 
  Traits None 
  Skills Heavy Weapon d4, Perception d4, Pilot d4 
  Armament 1 Heavy planetcraft scale skirmish 
  range autocannon (d12); 2 Medium planetcraft 
  scale skirmish range autocannon (d6), 24 medium 
  planetcraft scale skirmish range missiles (d12) 
  Armour Wound 3, stun 2 
  Description approx. 53x54x14 feet; Crew 1 
  Ceiling: 35,000 ft; Range 750 miles (1500 with 
  ferry tanks) 
  Gear:  Life Support System; Fire Extinguisher; 
  Flares 
   
   
  Colonial 
  Industrial 
  Systems 
  was 
  an 
  amalgam of several companies that were 
  nearly driven under by the Cylon War.   
  They now build a wide range of licensed 
  products for the Colonial Military (and 
  anyone else who can afford them).    CIS 
  also provide the servicing teams for much 
  of this equipment.   The Thunderchild is 
  built for ground attack, with only limited air-
  to-air combat capabilities. 
   
   
   
  V4 Vulcan Bomber
  V4 Vulcan Bomber
  V4 Vulcan Bomber
  V4 Vulcan Bomber    
  Agi d6, Str d8, Vit d8, Ale 4, Int 4, Wil d6, 
  LP 12; Init d6+d4; Scale Planetcraft; Speed 6 
  Traits None 
  Skills Heavy Weapon d4, Perception d4, Pilot d4 
  
   
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  Missiles
  Missiles
  Missiles
  Missiles 
   
  Type 
  Scale 
  Damage 
  Type 
  Speed 
  Launcher 
  Skills 
  Starburst 
  spaceship 
  d12+d6 
  Nuclear 
  9 
  Silo, orbital platform 
  Pilot d4 
  Poseidon 
  spaceship 
  d12 
  Nuclear 
  10 
  Submarine, 
  Mobile 
  Launcher 
  Pilot d6 
  Aurora 
  Spaceship 
  d12+2 
  Nuclear 
  8 
  Mobile Launcher 
  Pilot d2 
  Armament 8 Medium planetcraft scale 
  skirmish range autocannon (d6), 2 
  forward, 2 in rear turret, 2 in dorsal turret, 
  2 in ventral turret; 26 Heavy planetcraft 
  scale Capital range missiles (d12) 
  Armour Wound 2, stun 2 
  Description approx. 105x115x30 
  feet; Crew 5 
  Ceiling: 70,000 ft; Range 5000 miles 
  Gear: 
   
  Life 
  Support 
  System; 
  Fire 
  Extinguisher; Flares 
   
   
  The Vulcan fulfils a need to hit an enemy 
  target at a distance.   She is designed for 
  nap of the earth flight and to fire her 
  missiles at long range.  Her autocannon 
  are capable of taking care of incoming 
  enemy fighters.   The normal missile load 
  can be exchanged for 13 Capital range 
  Spacecraft Scale nuclear missiles (d8).   
   
  Strategic Missiles
  Strategic Missiles
  Strategic Missiles
  Strategic Missiles    
   
  Most weapons do not have speeds, but nuclear 
  missiles do.    The Colonial Defence Forces utilise 
  missiles capable of reaching orbit as quickly as 
  possible and, in order to intercept the missiles, it 
  would be required to know their speed.  It is 
  notable that the CDF does not deploy multiple 
  warheads on their launchers (these are banned by 
  the Articles of Colonisation) and use of planet-
  bound missile launchers are strictly controlled and 
  requires the consent of the President of the 
  Colonies and the Planetary Governments consent 
  before deployment in the absence of war. 
   
  Each missile has a piloting roll, which represents 
  its guidance program.  The most sophisticated 
  ones (because they have no fixed launch point) 
  are the Poseidon’s.   The simplest are the Aurorae, 
  used against fixed targets. 
   
  Starburst Missiles 
  are 
  designed to engage 
  spaceships in, or approaching orbit.   Their design 
  specifically prohibits their re-entry into atmosphere 
  and so the missiles cannot be used against planet 
  bound targets.   
   
  Poseidon Missiles were originally designed for the 
  same purpose as the Starburst and with the same 
  re-entry 
  limitation, 
  but 
  the 
  nature 
  of 
  their 
  submersible launch system required them to be 
  armoured (Basic 1).  Poseidon’s can also be 
  launched from trucks. 
   
  Aurora Missiles can reach orbit but were also 
  designed to give the CDF an on-planet nuclear 
  weapon (should they need it).   Aurora’s have a 
  ‘dial’ capacity, allowing it to be tailored to the 
  situation in d2 steps of power from d4 up to d12+2.   
  It takes fifteen minutes to rearm the missile. 
   
  Defender Class Submarine
  Defender Class Submarine
  Defender Class Submarine
  Defender Class Submarine    
  Agi d6, Str d12,  Vit d8,  Ale d4,  Int d6,  Wil d10;  
  LP  24  
  Init  d6+d4; Scale spacecraft, Speed 1  
  Traits  Tough (d4) 
  
   
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  Skills   Heavy Weapons d6, Perception d4 
  Armament  26 Poseidon Nuclear Missiles (Capital 
  Range spacecraft scale d12) 
  6 Missile Launchers (Medium range planetcraft 
  scale d12) – 18 missiles carried 
  Armour  Wound 6, Stun 3 
  Description  530 x 97 x 72 feet; Crew 337;  
  Passengers 6;  Range unlimited miles;    
   
  The Defender’s were built on Aquaria and replace 
  regular missile silo’s on that planet.   Defenders 
  are an exception to the rule of fitting the CNP into 
  capital vessels – its electronics are incompatible 
  with the program. 
   
  Classis Class Launcher
  Classis Class Launcher
  Classis Class Launcher
  Classis Class Launcher 
  Agi d2, Str d4,  Vit d4,  Ale d0,  Int d0,  Wil d4;  
  LP  8  
  Init  d2+d0; Scale Planetcraft  
  Speed 1  
  Traits :  None 
  Skills: None     
  Armament  1  Aurora or Poseidon 
  Class Nuclear Missile 
  Armour  1 (cab only) 
  Description  40 x 12 x 26 feet; 
  Crew 5;  Passengers 0;  Cargo 400 
  lbs;  Range 150 miles;    
   
  The Classis is a simple truck chassis 
  with an enhanced communication 
  facility.    It tows a trailer based 
  launcher on which sits a nuclear 
  missile.    On reaching its launching 
  position, the missile launcher erects 
  (stabilising legs are deployed from 
  the trailer) and the missile fires, 
  using guidance from the cab.   The 
  cab receives its information from the 
  CNP.    When finished the erector 
  returns to horizontal position and the 
  whole can be towed back to base for another 
  missile.    Poseidon missiles are orbital and cannot 
  be altered into a surface to surface configuration.   
  Aurora Missiles are surface to surface missiles. 
  
   
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  SSSSHIPS OF THE 
  HIPS OF THE 
  HIPS OF THE 
  HIPS OF THE CCCCOLONIAL 
  OLONIAL 
  OLONIAL 
  OLONIAL FFFFLEET
  LEET
  LEET
  LEET    
  
   
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  AESIR Class Battlestar
  AESIR Class Battlestar
  AESIR Class Battlestar
  AESIR Class Battlestar    
   
  Ship Type: Battlestar 
  Size: 3675 feet x 1380 x 591 feet  
  Crew: 1760 
  Passengers: 4,000 
   
  Attributes: 
  Agi d6, Str d12+d2, Vit d10, Ale d8, Int d10, Wil 
  d10 
  LP 24; Init d6+d8; Scale Spacecraft 
  Speed 5 (SL/JC) 
  Traits Sharp Sense (Trait, d4), Memorable 
  (Complication, d4) 
  Skills Heavy Weapons d6, Mechanical 
  Engineering d4, Perception d6, Pilot d4 
  Armament  
  • 
  Medium planetcraft scale skirmish range point 
  defence system(d10);  
  • 
  12 spacecraft scale Heavy Short DRADIS 
  range assault railguns (d12 + d2) 
  • 
  12 spacecraft scale short DRADIS range 
  heavy missile systems (d12+d4);  
  • 
  6 spacecraft scale long DRADIS range nuclear 
  missile systems (d12+d8);  
  • 
  60 Vipers (full stock), 25 Raptors, 12 assorted 
  craft 
  Armour: Wound 5, Stun 4 
   
  History:  The eighty vessels in the Aesir Class 
  represent the largest class of Battlestars in the 
  history of the Colonies, though the vessels 
  themselves are the smallest Battlestars fielded 
  since the beginning of the First Cylon War.  
     The basic design was conceived in the wake of 
  the Armistice, in a period of tightened budgets and 
  reduced military threats.  Smaller, yet only 
  marginally less capable than their predecessors, 
  Aesir's were cheaper and less manpower intensive 
  to build and deploy.   
     The Aesir Class also represents the longest 
  building run in Colonial history, with a span of 
  twenty-five years between the laying of the first 
  keel and the last.  The technical advances made 
  during that period account, in part, for the number 
  of variants built to the basic Aesir design. 
     While it is axiomatic of starship design that the 
  more vessels of a particular type are built, the 
  more the designers are tempted to tinker with it- 
  and this has never proven more true than with the 
  Aesir Class, which was built in no less than five 
  distinct variants- differing in external appearance, 
  armament, electronics suites and even the number 
  of engines. 
      
  Quirks/Special Characteristics:   
  
   
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     A handful of Aesir Class Battlestars (the 
  Valkyrie-type variant) were fitted with an innovative 
  magazine feed system that allowed cannon and 
  missiles to be fired from fixed positions on the 
  same turret.  Though the concept worked well in 
  computer simulations, in fleet exercises it was 
  discovered that the system was prone to jamming 
  during period of high ammo expenditure, and that 
  there was a 27% chance that missiles would be 
  destroyed by adjoining cannon fire.  While the 
  system wasn’t removed from the vessels fitted with 
  it, it was never used in any other Colonial warship. 
   
  Notable Vessels in Class: 
  Battlestar Aesir  (Class vessel) 
  Battlestar Valkyrie  (BSG-41 Flagship; Participated 
  in Incursion into Cylon space three years before 
  2nd Cylon War) 
   
  
   
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  Arvak Class Battlestar
  Arvak Class Battlestar
  Arvak Class Battlestar
  Arvak Class Battlestar    
  Ship Type: Battlestar 
  Size: 3675 feet x 1380 x 591 feet  
  Crew: 1640 
  Passengers: 3,200 
   
  Attributes: 
  Agi d6, Str d10, Vit d10, Ale d8, Int d10, Wil d10 
  LP 24; Init d6+d8; Scale Spacecraft 
  Speed 5 (SL/JC) 
  Traits Memorable (Complication, d4) 
  Skills Heavy Weapons d6, Mechanical 
  Engineering d4, Perception d6, Pilot d4 
  Armament Medium planetcraft scale skirmish 
  range point defence system(d10);  
  • 
  12 spacecraft scale Heavy Short DRADIS 
  range assault railguns (d12 + d2) 
  • 
  12 spacecraft scale short DRADIS range 
  heavy missile systems (d12+d4);  
  • 
  6 spacecraft scale long DRADIS range nuclear 
  missile systems (d12+d8);  
  • 
  60 Vipers (full stock), 25 Raptors, 12 assorted 
  craft 
  Armour: Wound 8, Stun 7 
   
   
  History:  The eight Arvak Class Battlestars are 
  contemporaries of the Aesir Valkyrie and Mercury 
  Class designs, and like the Aesir’s, were an 
  attempt to field a fully capable Battlestar on the 
  smallest and cheapest hull possible.  In that 
  attempt, they failed, miserably.  The design was 
  too lightly built, and as a result each Arvak Class 
  Battlestar had to be fitted with additional structural 
  bracing and extra armour, which led to serious cost 
  overruns, and in turn, political scandal.  The Arvak 
  class Battlestars are robust, capable, and flexible, 
  but are not worth the price Colonial taxpayers 
  wound up paying for them. 
  Quirks/Special Characteristics:   
     One of the primary concerns surrounding this 
  Battlestar design was the comparatively light 
  construction of the hull, and as a result the class 
  were fitted with additional armour- specifically, a 
  cast armour shell that covered roughly two-thirds 
  of the ship’s length.  These innovative laminate 
  armour shells comprised the largest cast structures 
  every built by Colonial science, and each boosted 
  the cost of the Battlestar by almost thirty percent, 
  taking them well over budget. Needless to say, in 
  an era of tight budgets and fiscal restraint, this 
  experiment was not repeated.   
    
  Notable Vessels in Class: 
  Battlestar Arvak  (BSG 60 Flagship; Class vessel) 
  Battlestar Skinfaxi  (BSG-25; Station ship in Helios 
  system.  Responsible for steep drop in pirate 
  operations in that system.) 
  
   
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  Mercury Class 
  Mercury Class 
  Mercury Class 
  Mercury Class     
   
  Ship Type: Battlestar 
  Size: 1447.8m x 505 x 295m  
  Crew: 1900 
  Passengers: 10,000 
  Attributes: 
  Agi d4, Str d12+d6, Vit d8, Ale d10, Int d10, Wil 
  d10 
  LP 26; Init d4+d10; Scale Spacecraft 
  Speed 5 (SL/JC) 
  Traits Formidable Presence (d4), Viper 
  Construction Facilities (d4) 
  Skills Heavy Weapons d6, Mechanical 
  Engineering d4, Perception d6, Pilot d4 
  Armament  
  • 
  Heavy planetcraft scale skirmish range point 
  defence system(d12);  
  • 
  30 spacecraft scale capital range primary 
  assault railguns (d12+d2);  
  • 
  12 spacecraft scale short DRADIS range 
  heavy missile systems (d12+d4);  
  • 
  12 spacecraft scale long DRADIS range 
  nuclear missile systems (d12+d8);  
  • 
  100 Vipers (full stock), 25 Raptors, 12 assorted 
  craft 
  Armour: Wound 6, Stun 6 
   
  History:  The twelve Mercury Class Battlestars are 
  the largest and most powerful Colonial warships 
  ever built and are the penultimate expression of 
  Colonial design philosophy.  The first of class, the 
  Battlestar Mercury was completed roughly twenty 
  years after the conclusion of the First Cylon War, 
  and took roughly nine years to build.   
     The Mercury Class can be divided into two 
  subgroups, the first consisting of Mercury, Triton, 
  and Columbia; the latter comprised of the 
  remaining nine, epitomized by Pegasus.  While all 
  twelve Mercury class Battlestars have been 
  updated and upgraded over their service lives, the 
  latter group incorporates advances in electronics, 
  armour protection, and internal modifications which 
  allowed highly specialized small-craft construction 
  facilities to be shipped, greatly extending the 
  endurance and flexibility of the Battlestar Group. 
   
  Quirks/Special Characteristics:   
     Unlike their sisters, Mercury, Triton, and Solaria 
  lack the ability to manufacture Vipers and other 
  small craft, and have one less point of armour than 
  their sisters.   
     Mercury Class are fitted with four landing bays, 
  with each landing pod having two flight decks- one 
  running parallel to the ship’s line of flight, the other 
  inverted beneath it.  Special elevators and airlocks 
  bring embarked craft into sync with the ship’s 
  gravity as they are transported to the hangar deck.   
     As the pain of lessons learned in the first Cylon 
  War began to fade (and military budgets were 
  slashed), the Colonial Fleet began looking for 
  savings in manpower and began re-automating 
  Colonial warships.  The Mercury Class Battlestars 
  were fitted with an integrated command and 
  control suite allowing a 50% reduction in crew size 
  over a similarly sized Minerva Class Battlestar.  
  The savings in manpower and reduced habitability 
  requirements 
  allowed 
  internal 
  space 
  to 
  be 
  converted to workshops, magazines, storage, and 
  tylium bunkerage, and granted a much extended 
  range and endurance.  
     Mercury Class vessels are fitted with an 
  elaborate security system which uses card access 
  to sensitive areas including (but not limited to) the 
  CIC, Engineering, Magazines, and Flag Quarters. 
   
  Notable Vessels in Class: 
  Columbia   
  Mercury  (BSG 60 Flagship; Class vessel) 
  Pegasus  (BSG-62 Flagship; Commanded by Rear 
  Admiral Helena Cain;   
  Solaria  (BSG 103;  
  Triton   (BSG 39;) 
  
   
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  Minerva Class Battlestar
  Minerva Class Battlestar
  Minerva Class Battlestar
  Minerva Class Battlestar    
   
  Ship Type: Battlestar 
  Size: 5,905 x 2,374 x 918 feet; 
  Crew: 3,985 
  Passengers: 7,900 
  Attributes: 
  Agi d6, Str d12+d6, Vit d6, Ale d10, Int d10, Wil 
  d10 
  LP 28; Init d6+d10; Scale Spacecraft 
  Speed 5 (SL/JC) 
  Traits Formidable Presence (d4)  
  Skills Heavy Weapons d6, Mechanical 
  Engineering d4, Perception d6, Pilot d4 
  Armament  
  • 
  Heavy planetcraft scale skirmish range point 
  defence system(d12);  
  • 
  32 spacecraft scale capital range primary 
  assault railguns (d12+d2);  
  • 
  16 spacecraft scale short DRADIS range 
  heavy missile systems (d12+d4);  
  • 
  16 spacecraft scale long DRADIS range 
  nuclear missile systems (d12+d8);  
  • 
  100 Vipers (144 Pleiades), 25 Raptors (32 
  Pleiades), 12 assorted craft 
  Armour: Wound 7, Stun 5 
   
  History:  The eleven Minerva Class Battlestars 
  were the largest Battlestars built during the Cylon 
  War, and were roughly the same size as the later 
  Mercury class.     
     Unfortunately, 
  they 
  shared 
  many 
  of 
  the 
  technological 
  limitations 
  of 
  earlier 
  designs, 
  requiring- among other things- retractable landing 
  pods in order to facilitate FTL jumps. 
     Despite these drawbacks, these vessels gave 
  good service during the last years of the Cylon war 
  and for several decades thereafter.  As newer 
  designs were completed and entered service, the 
  Minerva class was decommissioned until only the 
  Pleiades and Hesperides remained.   
   
  Quirks/Special Characteristics:   
     Pleiades was the test bed ship for the dual axial 
  flight deck fitted to the Mercury Class, and so has 
  four landing bays, with each landing pod having 
  two flight decks- one running parallel to the ship’s 
  line of flight, the other inverted beneath it.  Special 
  elevators and airlocks bring embarked craft into 
  sync with the ship’s gravity as they are transported 
  to the hangar deck.   
    
  Notable Vessels in Class: 
  Battlestar Hesperides (BSG 87 Flagship;) 
  Battlestar 
  Pleiades 
   
  (BSG 
  32 
  Flagship; 
  Commanded by Commander Solomon  
  Anderson) 
  
   
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  Olympia Class Battlestar
  Olympia Class Battlestar
  Olympia Class Battlestar
  Olympia Class Battlestar    
   
  Ship Type: Battlestar 
  Size: 4,166 x 1,672 x 534  
  Crew: 800 
  Passengers: 2,500 
  Attributes: 
  Agi d6, Str d12+d4, Vit d8, Ale d8, Int d10, Wil 
  d10 
  LP 26; Init d6+d8; Scale Spacecraft 
  Speed 5 (SL/JC) 
  Traits Formidable Presence (d4),  
  Skills Heavy Weapons d6, Mechanical 
  Engineering d4, Perception d6, Pilot d4 
  Armament  
  Heavy planetcraft scale skirmish range point 
  defence system(d12);  
  • 
  10 spacecraft scale capital range primary 
  assault railguns (d12+d2);  
  • 
  10 spacecraft scale short DRADIS range 
  heavy missile systems (d12+d4);  
  • 
  8 spacecraft scale long DRADIS range nuclear 
  missile systems (d12+d8);  
  • 
  100 Vipers (full stock), 25 Raptors, 12 assorted 
  craft 
  Armour: Wound 5, Stun 5 
   
  History:  The three Olympia Class Battlestars 
  were developed shortly after the beginning of the 
  First Cylon War and the signing of the Articles of 
  Colonization.  The pressing need for space borne 
  fighter support led to the conversion of almost any 
  vessel that could carry them.  As a result, three 
  heavy cruisers were taken off the line, lengthened, 
  and fitted with large flight decks to port and 
  starboard.  The Olympians gave good service 
  throughout the Cylon War, with one, the Triton, 
  being lost in action.  Following the War, both were 
  decommissioned.  Approximately ten years after 
  the Armistice, Olympia was refitted and returned to 
  service as a training ship, but Pegasus was 
  scrapped.  The names and fighting spirit of both 
  Triton and Pegasus, however, were preserved in 
  new Mercury Class Battlestars.   
   
  Quirks/Special Characteristics:   
     Because of their cruiser/gunstar origins and 
  rather hasty conversion, these vessels are more 
  complex than is the norm, and as a result, 
  somewhat more difficult to service and maintain.  
  They also retain, shielded deep within their hulls, a 
  small emergency reserve tylium bunker, sufficient 
  for a single FTL jump.   
   
  Notable Vessels in Class: 
  Olympia (BSG 23 Flagship; Class vessel; 
  Deployed as Colonial Fleet  training ship.) 
  Triton  (BSG 3 Flagship; 
  Pegasus (BSG-7 Flagship; Decommissioned and 
  scrapped following First Cylon War). 
   
  
   
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  TALOS Class Battlestar
  TALOS Class Battlestar
  TALOS Class Battlestar
  TALOS Class Battlestar    
  Ship Type: Battlestar 
  Registry: Twelve Colonies of Kobol 
  Size: 3675 feet x 1380 x 591 feet  
  Crew: 1350 
  Passengers: 1,000 
   
  Attributes: 
  Agi d6, Str d12+d4, Vit d10, Ale d8, Int d10, Wil 
  d10 
  LP 26; Init d6+d8; Scale Spacecraft 
  Speed 5 (SL/JC) 
  Traits Memorable (d4), Hardy Constitution (d4) 
  Skills Heavy Weapons d6, Mechanical 
  Engineering d4, Perception d6, Pilot d4 
  Armament  
  • 
  Heavy planetcraft scale skirmish range point 
  defence system(d12);  
  • 
  12 spacecraft scale Heavy Short DRADIS 
  range assault railguns (d12 + d2) 
  • 
  12 spacecraft scale short DRADIS range 
  heavy missile systems (d12+d4);  
  • 
  6 spacecraft scale long DRADIS range nuclear 
  missile systems (d12+d8);  
  • 
  48 Vipers (full stock), 12 Raptors, 6 assorted 
  craft 
  Armour: Wound 6 Stun 6 
   
  History:  The Battlestar Talos was built as 
  something of a proof-of-concept vehicle some 
  fifteen years after the end of the First Cylon War.  
  Battlestar design in that era was trending towards 
  making such vessels into bigger and more 
  expensive “city-in-space“ command-and-control 
  centres, and the Talos concept stepped back from 
  that impulse.  The Talos was built as an austere, 
  bare-bones combat machine. Rather than a space-
  borne command centre, Talos 
  was built for gritty, brutal toe-to-
  toe combat with anything in the 
  Cylon arsenal.   
     As a result, Talos is more 
  heavily built than any other vessel 
  in the fleet, with comprehensive 
  and redundant damage control 
  and system backups.  She can 
  take a pounding that would cripple 
  nearly any other Battlestar and 
  still come back for more.   
     Her one-of-a-kind nature and 
  sheer resilience in battle has 
  made her extremely formidable, 
  and she frequently serves as the 
  OpFor in Fleet exercises, taking 
  on the role the Cylons would play 
  in real-life.  Fleet Commanders seem to feel that if 
  a ship and crew are prepared to go head to head 
  with the Talos and survive, they’re prepared for 
  whatever else the Gods might decide to throw at 
  them. 
     The price for her designers paid, however, is that 
  Talos’ living and working spaces are cramped- 
  almost claustrophobic, making her unpopular with 
  her crews. One crewman commented that Talos 
  seemed more accommodating for the machines 
  she was built to fight than for the crews sent to 
  man her.   
     A further price to be paid was that Talos’ air wing 
  is also smaller than most other Battlestars, and her 
  design and construction costs assured the 
  experiment would not be repeated. 
     Talos was known to be heavily engaged during 
  first battles of the Second Cylon War, but no word 
  on her ultimate fate has come forward. 
   
  Quirks/Special Characteristics:   
     Talos was built with more extensive redundancy 
  than other Battlestars- more bypasses, more 
  interconnections, and more chances to reroute and 
  keep on fighting.  As a result, she adds a d4 (for 
  Hardy Constitution) to all Endurance rolls and rolls 
  to resist damage to her systems.   
     Talos has four landing bays, with each landing 
  pod having two flight decks- one running parallel to 
  the ship’s line of flight, the other inverted beneath 
  it.  Special elevators and airlocks bring embarked 
  craft into sync with the ship’s gravity as they are 
  transported to the hangar deck.   
   
  Notable Vessels in Class: 
  Talos  (BSG 85 Flagship; Class vessel) 
   
  
   
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  Cygnus Class G
  Cygnus Class G
  Cygnus Class G
  Cygnus Class Guns
  uns
  uns
  unstar
  tar
  tar
  tar    
   
  Ship Type: Gunstar 
  Size: 2,280 x 945 x 285 feet; 
  Crew: 800 
  Passengers: 1,000 
  Attributes: 
  Agi d8, Str d12 Vit d6, Ale d8, Int d8, Wil d10 
  LP 22; Init d8+d8; Scale Spacecraft 
  Speed 6 (SL/JC) 
  Traits Formidable Presence (d4), Loved (d6) 
  Armament  
  • 
  Medium planetcraft scale skirmish range point 
  defence system(d8);  
  • 
  2 forward-mounted spacecraft scale short 
  DRADIS range primary assault railguns 
  (d12+d2);  
  • 
  20 spacecraft scale short DRADIS range 
  secondary assault railguns (d10),  
  • 
  8 spacecraft scale short DRADIS range missile 
  systems (d12+d4);  
  • 
  8 spacecraft scale long DRADIS range nuclear 
  missile systems (d12+d8); 
  • 
  6 Raptors, 4 assorted craft 
  Armour: Wound 5, Stun 4 
   
  History:  The Cygnus Class Gunstars are the 
  standard Colonial cruiser, succeeding nearly all of 
  the earlier gunstar designs.  More than three 
  hundred were built, and their design spans more 
  than twenty-three years.  Although considered one 
  class, they are at least eleven different variants of 
  the basic Cygnus design.  The first Cygnus class 
  gunstar entered service sixteen years after the 
  Armistice, the last was destroyed over Scorpia 
  while 84% complete. 
   
  Quirks/Special Characteristics:   
  Given the long construction run the class enjoyed, 
  there are no fewer than eight different variants of 
  the Cygnus Class, each variant built in a sub-class 
  known as a “flight” and featuring different 
  armament configurations, command and control 
  suites, and mission profiles .  The example 
  presented above is a Flight VII gunstar, specialized 
  for anti-ship warfare. 
    
  Notable Vessels in Class: 
  Gunstar Cygnus (Class vessel; severely damaged 
  in a collision with Battlestar Athena, repaired and 
  returned to service) 
  Gunstar Cyane  (First of class completed;) 
  Gunstar 
  Diomede 
   
  (assigned 
  to 
  BSG-25; 
  Responsible for steep drop in pirate operations in 
  Helios system.) 
  
   
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  Defender Class G
  Defender Class G
  Defender Class G
  Defender Class Gun
  un
  un
  unstar
  star
  star
  star    
   
  Ship Type: Gunstar 
  Size: 2,755 x 985 x 640 feet; 
  Crew: 1750 
  Passengers: 4,000 
  Attributes: 
  Agi d6, Str d10, Vit d6, Ale d8, Int d8, Wil d10 
  LP 26; Init d4+d10; Scale Spacecraft 
  Speed 6 (SL/JC) 
  Traits Formidable Presence (d4), Memorable (d2), Loved (d6) 
  Skills Heavy Weapons d6, Mechanical Engineering d4, Perception d6, Pilot d4 
  Armament  
  • 
  Heavy planetcraft scale skirmish range point defence system(d12);  
  • 
  12 spacecraft scale capital range primary assault railguns (d12+d2);  
  • 
  6 spacecraft scale short DRADIS range heavy missile systems (d12+d4);  
  • 
  6 spacecraft scale long DRADIS range nuclear missile systems (d12+d8);  
  • 
  24 Vipers (full stock), 10 Raptors, 6 assorted craft 
  Armour: Wound 6, Stun 6 
   
  History:  The Defender Class gunstars were the largest gunstars deployed during the Cylon War and 
  were an intermediate step between Battlestars and their smaller escorts.  Fitted with a single (shortened) 
  flight pod, they were essentially thru-deck cruisers and were used as “maids-of-all-work” during the First 
  Cylon War. Defenders served as convoy escorts and training ships, then embarked shuttles and landing 
  craft and served ably as make-shift amphibious assault ships, tenders, and even on one occasion, as a 
  hospital ship.  Following the Cylon War, the Defenders were gradually decommissioned and scrapped, but 
  a small number were demilitarized (stripped of their weapon mounting hard-points) and found their way 
  into civilian service.   
   
  Quirks/Special Characteristics:   
     The Defender Class gunstars were built strongly, but were rushed through the Admiralty design process, 
  and so a number of design flaws and system incompatibilities sneaked through and had to be put right by 
  their crews.  Additionally, they were built at four different shipyards, and as a result, no two Defenders 
  were ever exactly alike and maintenance and service requirements were always excessive.  Despite this 
  flaw, the Defenders were sturdy, reliable, and unyielding, and remained popular in the Fleet.   
     One major flaw of the design is that landing approaches must be made essentially between the large 
  engine pods, which 
  can impair pilot vision 
  in a critical moment, 
  and when the vessel 
  is at high speed, 
  irradiate the outer hull 
  of craft making their 
  approaches.   
   
  Notable Vessels in 
  Class: 
  Gunstar Defender 
  (assigned to BSG 60; 
  Class vessel) 
  Gunstar Perseus  
  (assigned to BSG 21;) 
  Gunstar Ulysses  
  (assigned to BSG-62; 
  ) 
   
   
   
  
   
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  Aegis Class 
  Aegis Class 
  Aegis Class 
  Aegis Class Gunstar
  Gunstar
  Gunstar
  Gunstar    
   
  Ship Type: Gunstar 
  Size: 1447.8m x 505 x 295m  
  Crew: 850 
  Passengers: 350 
  Attributes: 
  Agi d8, Str d8, Vit d10, Ale d6, Int d6, Wil d8 
  LP 18; Init d6+d8; Scale Spacecraft 
  Speed 6 (SL/JC) 
  Traits Tough (d4) 
  Skills Heavy Weapons d6, Mechanical 
  Engineering d4, Perception d6, Pilot d4 
  Armament  
  • 
  Heavy planetcraft scale skirmish range point 
  defence system(d12);  
  • 
  20 spacecraft scale capital range primary 
  assault railguns (d12+d2);  
  • 
  6 spacecraft scale short DRADIS range 
  heavy missile systems (d12+d4);  
  • 
  4 spacecraft scale long DRADIS range 
  nuclear missile systems (d12+d8);  
  • 
  2-4 Raptors, 2 shuttles 
  Armour: Wound 6, Stun 6 
   
   
  History:  The Aegis Class destroyers were built 
  early in the 1st Cylon War when older destroyer 
  designs proved inadequate to deal with the 
  Cylon attack of heavy, coordinated air attacks.  
  Colonial defences were being overwhelmed by 
  the sheer number of small, fast Cylon fighters 
  attacking all at the same time.  Heavier anti-
  fighter defences were needed. 
     The Aegis Class were based upon the hulls of 
  the earlier Provost Class destroyers, but were 
  significantly 
  lengthened 
  and 
  strengthened.  
  Sponsons were added to port and starboard to 
  mount the main anti-ship batteries, and the point 
  defence batteries were doubled in strength and 
  numbers.   
     Given the glaring weaknesses in networked 
  computer systems exposed early in the war, the 
  Aegis Class presented a decidedly low-tech, but 
  robust approach to the problem- they were 
  essentially floating gun batteries.  While they 
  lacked much of the flexibility of earlier classes, 
  they excelled at one thing- placing a lot of 
  ordinance on target in relatively short order.  As 
  a result, they saw duty primarily as convoy or 
  Battlestar group escorts, but also fulfilled 
  scouting, 
  patrol, 
  and 
  shore 
  bombardment 
  missions as needed. 
     Following the Armistice, the surviving Aegis 
  class ships were decommissioned and scrapped 
  in favour of newer designs. 
   
  Quirks/Special Characteristics:   
     The Aegis Class were built from off-the-shelf 
  components available after the completion of the 
  first Battlestars, and share common systems with 
  the 
  Galactica-type, 
  Minerva, 
  and 
  Olympia 
  classes.  The Aegis Class destroyers were 
  extremely well armed for their size, with 
  excellent, overlapping fields of fire providing 
  
   
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  comprehensive coverage, and proved to be well-
  suited for shore bombardment missions as their 
  high thrust to mass ratio and heavy armour 
  allows them to enter the fringes of the upper 
  atmosphere and lay down precision weapons 
  fire.   
     The major drawback of this class was the lack 
  of facilities for small craft.  This was partially 
  addressed by carrying a pair of Raptors at 
  external airlocks and cradles, and most of the 
  class were later fitted with a small dorsal landing 
  pad 
  and 
  attendant 
  airlock/hangar, 
  but 
  maintenance facilities were always restricted and 
  of little practical use. 
   
  Notable Vessels in Class: 
  Gunstar Aegis  (assigned to BSG 8; Class 
  vessel) 
  Gunstar Shield  (assigned to BSG 96;) 
  Gunstar Protector (assigned to BSG 21;) 
  Gunstar Enfilade  (assigned to BSG 31; 
  destroyed in collision w/ Battlestar Inflexible) 
  Gunstar Citadel  (assigned to BSG 31; destroyed 
  in collision w/ Battlestar Inflexible) Gunstar 
  Advocate  (assigned to BSG 54; crippled over 
  XP-99 but made port under her own power; 
  accommodation ship at Picon Fleet Yards.) 
  Gunstar Fortress  (assigned to BSG 13; scuttled 
  by own crew when nearly overrun by Cylons).    
   
   
   
   
  
   
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  Genesis Class 
  Genesis Class 
  Genesis Class 
  Genesis Class EEEEscort
  scort
  scort
  scortstar
  star
  star
  star    
   
  Ship Type: Escortstar 
  Size: 3520 x 420 x 640 feet; 
  Crew: 900 
  Passengers: 2600 
  Attributes: 
  Agi d6, Str d8, Vit d8, Ale d8, Int d8, Wil d10 
  LP 16; Init d6+d8; Scale Spacecraft 
  Speed 4 (SL/JC) 
  Traits Memorable (d4), Ugly (d2), Past It’s Prime 
  (d6) 
  Skills Heavy Weapons d6, Mechanical 
  Engineering d4, Perception d4, Pilot d4 
  Armament  
  • 
  Medium planetcraft scale skirmish range 
  point defence system(d8);  
  • 
  2 medium spacecraft scale capital range 
  primary assault railguns (d10);  
  • 
  36 Vipers (full stock), 12 Raptors, 6 assorted 
  craft 
  Armour: Wound 4, Stun 4 
   
  History:    The Genesis Class arose from cost-
  cutting 
  measures 
  proposed 
  by 
  the 
  Adar 
  administration some thirty-six years after the end 
  of the First Cylon War.  
     After almost four decades of peace, critics 
  within and without the Adar Administration were 
  complaining loud and long about the increasing 
  cost and complexity of the Battlestar fleet, as 
  well as their utility in any future conflicts- 
  particularly their utility for convoy escort. 
     Over the vocal objections of the Ministry of 
  Defence, the Ministry of Finance commissioned 
  a study to look at the feasibility of producing a 
  large number of smaller fighter-capable vessels 
  in lieu of the more massive Battlestars.  
     It was argued that a new fleet of smaller, less 
  costly, moderately less capable vessels could be 
  built 
  to 
  complement 
  a 
  reduced 
  fleet 
  of 
  Battlestars, with the lesser vessels replacing 
  frontline Battlestars for convoy escort, patrol, 
  replenishment, and other duties in low-threat 
  areas, thus freeing up the Battlestars for high-
  threat areas and front-line combat.   
     With the cost of the newly designated Space 
  Control Ship averaging one-sixth that of a 
  Mercury Class Battlestar, a much larger number 
  of 
  ships 
  could 
  be 
  built 
  providing 
  better 
  comprehensive coverage of Colonial patrol 
  routes. 
     The SCS concept was presented as a high-
  technology/low manpower solution operating a 
  reduced fighter wing (30 to 36 Vipers and 
  support craft, as opposed to 80 fighters aboard a 
  Mercury Class).  The SCS would be somewhat 
  slower than a full sized Battlestar (though FTL 
  would still allow the ship to escape attackers), 
  with a smaller weapons suite, lighter armour, and 
  a significantly smaller crew.   
     From the outset, the Admiralty fought the SCS 
  concept, concerned that the vessel was intended 
  to replace, rather than supplement the traditional 
  
   
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  Battlestar, potentially endangering their ability to 
  adequately defend the Colonies.   
     Critics of the SCS project- both military and 
  civilian- pointed out that the highly automated 
  computer systems would be vulnerable to 
  compromise by Cylon forces and that the 
  reduced manning proposed would prevent the 
  crews from fighting their ships effectively should 
  the automation fail. 
     A reduced fighter complement would limit the 
  ship’s ability to land a weighted blow against 
  hostile forces, and would reduce the number of 
  aircraft available for Combat Air Patrol against a 
  foe known to employ massed attack in number.  
  The reduced fighter complement would also 
  increase the sortie rate as fewer planes 
  attempted to carry out the same missions, 
  increasing the stress and fatigue on the already 
  reduced crew.   
     In the same vein, the reduced shipboard 
  armament would limit the ship’s ability to defend 
  herself if shorn of her fighter cover for any 
  reason, 
  and 
  the 
  lighter 
  armour 
  would 
  compromise her ability to absorb damage. 
     It was further pointed out that with the advent 
  of improved FTL capabilities, there really was 
  little distinction between high-threat or low-threat 
  areas in the event of full-scale hostilities.  A 
  sizeable raiding force could appear almost 
  anywhere within Colonial space with little or no 
  warning. 
     Despite 
  these 
  and 
  other 
  objections, 
  construction of the first ship was approved by the 
  Quorum of the Twelve and the keel was laid for 
  the Genesis.  In a fit of pique, the Admiralty 
  refused to award the ship with the desired 
  designation “ light Battlestar” and classified it 
  instead as an “Escortstar”.   
     Riding a tide of public relations accolades, the 
  Adar Administration approved the construction of 
  the Sovereign, Sceptre, Regent, and Ruler 
  before Genesis was half completed. 
     The SCS concept came into wide disrepute as 
  cost overruns, substandard work, and allegations 
  of kick-backs reached the media.  Further trouble 
  and 
  public 
  outrage 
  arose 
  when 
  private 
  memoranda surfaced indicating that the Adar 
  Administration- 
  despite 
  repeated 
  public 
  statements- had no intention of building the SCS 
  in the numbers promised or necessary to replace 
  the Battlestars slated for decommissioning.  
  Outrage 
  became 
  scandal 
  when 
  other 
  memoranda surfaced suggesting that the Adar 
  administration intended to redirect the funding 
  into pet projects favoured by key political 
  contributors. 
     A special prosecutor was appointed when 
  investigators 
  discovered 
  major 
  political 
  contributions from the building yards to senior 
  members of the Adar Administration, but the 
  investigation was never completed due to the 
  outbreak of the Second Cylon War. 
     Rocked by the scandal, and in an effort at 
  damage control, the Quorum of the Twelve and 
  the Ministry of Defence cancelled the last two 
  vessels within months of their keels being laid. 
     Genesis was commissioned a bare year before 
  the Cylon attack- eighteen months behind 
  schedule and at more than double her projected 
  cost.  She was engaged in a public relations tour 
  of the Colonies and outer territories and died 
  over Tauron.  Sovereign was completing her 
  acceptance trials and was caught up in the 
  conflagration over Virgon.  Sceptre was 80% 
  complete in the construction dock over Leonis 
  when the attacks began, but was able to get 
  underway nonetheless.  
   
  Quirks/Special Characteristics:   
     The Genesis Class Escortstar represented the 
  reinvention of nearly all the mistakes that led to 
  the disastrous early stages of the First Cylon 
  War: too much reliance on automation, too much 
  politicking, and not enough preparedness.    
     The 
  ships 
  were 
  wonders 
  of 
  modern 
  automation, exceeding even the Mercury Class, 
  and nearly all of the ship’s functions could be 
  carried out remotely.  
   
  Notable Vessels in Class: 
  Escortstar Genesis (Class vessel; Destroyed 
  over Tauron in first battle of Second Cylon War;) 
  Escortstar Sovereign (Destroyed over Virgon in 
  first battle of Second Cylon War;) 
  Escortstar Sceptre (Destroyed over Leonis in first 
  battle of Second Cylon War;) 
   
   
   
  
   
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  Janus Class E
  Janus Class E
  Janus Class E
  Janus Class Escort
  scort
  scort
  scortstar
  star
  star
  star    
   
  Ship Type: Escortstar 
  Size: 1520 x 384 x 251 feet; 
  Crew: 760 
  Passengers: 2,000 
  Attributes: 
  Agi d4, Str d8, Vit d6, Ale d8, Int d6, Wil d8 
  LP 16; Init d4+d10; Scale Spacecraft 
  Speed 5 (SL/JC) 
  Traits Memorable (d4), Ugly (d2), Past It’s Prime 
  (d6) 
  Skills Heavy Weapons d4, Mechanical 
  Engineering d4, Perception d6, Pilot d4 
  Armament  
  • 
  Light planetcraft scale skirmish range point 
  defence system(d4);  
  • 
  2 medium spacecraft scale capital range 
  primary assault railguns (d10);  
  • 
  36 Vipers (full stock), 12 Raptors, 6 assorted 
  craft 
  Armour: Wound 2, Stun 4 
   
  History:    The Colonial Escort Carrier was 
  designed and built in the early days of the First 
  Cylon War.  The type was a stop-gap measure 
  intended to fill the critical need for additional 
  carrier hulls until the Battlestars then building 
  were completed.  Eighty-five escort carriers were 
  completed, and fully half that number died in the 
  various battles leading to the Armistice and the 
  Cimtar 
  Accords. 
     As additional Battlestars were completed, the 
  escort carriers were relegated to training and 
  aircraft transport duties.  Following the war, 
  nearly all were retired- usually demilitarized and 
  sold to private shipping concerns where their 
  huge cargo capacity and ample deck space were 
  well appreciated.  The remainder were scrapped. 
   
  Quirks/Special Characteristics:   
     The escort carrier itself is essentially a 
  modified Battlestar-style flight pod set atop a 
  chunky and ungainly collection of prefabricated 
  habitat modules, FTL and sublight drive systems, 
  and bunkerage and support systems necessary 
  for survival in space.  Most of the ships 
  equipment was designed and built to civilian, 
  rather than military, specifications and no efforts 
  were made to keep the design aesthetically 
  pleasing.  The Colonial CVE (Carrier Vessel, 
  Escort) 
  is 
  the 
  bare 
  bones 
  meaning 
  of 
  
   
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  pragmatism.  Even the command and control 
  systems and armaments were fitted almost as an 
  afterthought.  Crew habitability, comfort, and 
  system redundancy were all sacrificed in the 
  name 
  of 
  reduced 
  construction 
  times. 
     Most of these shortcomings were corrected 
  (usually by the ship's company while underway), 
  and armour was eventually fitted, but the 
  haphazard nature of the design and construction 
  were factors that could never be completely 
  overcome.  Nonetheless, those who served 
  aboard the CVE's developed a back-handed 
  affection for their cantankerous, demanding 
  charges, though a number of wags derided their 
  type designation as meaning, “Combustible, 
  Vulnerable, Expendable”. 
     Most Battlestar flight pods have launch tubes 
  only on one side, but the CVE's are fitted with 
  tubes to port and to starboard (the usual 
  arrangement was the port tubes far forward and 
  the starboard amidships).  A pair of large 
  railguns were mounted atop the flight deck, cited 
  to give the best coverage possible.  
   
  Notable Vessels in Class: 
  Escortstar Janus (TF 101 flagship; Class vessel) 
  Escortstar Hesperus 
  Escortstar Avenger (TF 111 flagship; Destroyed 
  in Battle of Typhon)  
   
   
  
   
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  BESERKER Class 
  BESERKER Class 
  BESERKER Class 
  BESERKER Class Escortstar
  Escortstar
  Escortstar
  Escortstar    
   
  Ship Type: Escortstar 
  Size: 2,763 x 705 x 387 feet; 
  Crew: 1396 
  Passengers: 250 (180 Marines) 
  Attributes: 
  Agi d8, Str d12 Vit d6, Ale d8, Int d8, Wil d10 
  LP 22; Init d8+d8; Scale Spacecraft 
  Speed 6 (SL/JC) 
  Traits None 
  Skills Heavy Weapons d6, Mechanical 
  Engineering d2, Perception d6, Pilot d2 
  Armament  
  • 
  Heavy planetcraft scale skirmish range point 
  defence system(d12);  
  • 
  10 spacecraft scale capital range primary 
  assault railguns (d12+d2);  
  • 
  6 spacecraft scale short DRADIS range 
  heavy missile systems (d12+d4);  
  • 
  6 Raptors, 6 assorted craft 
  Armour: Wound 4, Stun 3 
   
   
   
  History:  The first Cylon war demonstrated two 
  shortcomings of the Colonial fleet: namely, the 
  need for a close-support escort for the 
  Battlestars, and the need for a long-range vessel 
  capable of protection-of-shipping mission.  Both 
  Cylon and Colonial forces demonstrated time 
  and again that strikes against the enemy’s 
  economic infrastructure could have a 
  disproportionate affect on the battlefield.   
     As a result, a large number of vessels were 
  built or converted to fulfil the escort role, with a 
  huge 
  disparity 
  in 
  capability, 
  armaments, 
  expense, and logistics- disparities that led to a 
  
   
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  large amount of wasted time, energy, and 
  critically, money.   
     Learning from this mistake, and in an era of 
  ever-tightening defence budgets, the Admiralty 
  drew up specifications for a new, standardized 
  escort vessel that could be constructed both 
  quickly and cheaply with minimal impact on the 
  logistics chain.   
     Rigorous standardization ensured that these 
  new vessels would be able to draw on existing 
  parts and ammunition stocks, and that Colonial 
  crews would already be familiar with most of the 
  systems aboard ship, reducing training time and 
  expenses.   
     The result was the Berzerker class- cheap to 
  build, and comparatively cheap to operate.  The 
  class is designed primarily for close fire support 
  and focuses on an anti-fighter mission- with 
  heavy anti-fighter batteries designed to disrupt 
  and destroy coordinated attacks by small craft.   
     Criticism of the design came from several 
  fronts, primarily in that (because they are 
  intended for a supporting role) both their armour 
  and secondary battery are smaller and lighter 
  than would be found on a Battlestar or other ship 
  of the line and in that their numerous anti-fighter 
  mountings were manned, rather than automated- 
  resulting in higher operating costs.  Further 
  complaints arose when it became clear that the 
  design is poorly suited to autonomous or 
  independent operation in areas of high threat 
  areas.   
     In short, the critics were complaining that they 
  had bought and paid for a dedicated escort, 
  when what they really wanted was a “Battlestar-
  on-the-cheap.” 
   
  The 
  Admiralty 
  response 
  consisted essentially of “you get what you pay 
  for”. 
     None of these vessels are known to have 
  survived the Second Cylon War, though reports 
  indicate that the class faired fairly well in the 
  early fighting.  Though the vessels themselves 
  were as vulnerable to the CNP as any, individual 
  turret crews were able to operate in local control 
  (selecting targets manually) even as the vessels 
  themselves 
  drifted. 
   
  Practical 
  experience 
  demonstrated that the increased manpower and 
  operating costs were well justified- though few 
  survived to acknowledge this vindication.   
   
  Quirks/Special Characteristics:   
   
  Notable Vessels in Class: 
   
  Gunstar Bezerker (assigned to BSG 2; Class 
  vessel) 
   
  
   
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  RUSSAN
  RUSSAN
  RUSSAN
  RUSSAN Class Escortstar
   Class Escortstar
   Class Escortstar
   Class Escortstar    
   
  Ship Type: Escortstar 
  Size: 460 x 172 x 60 feet  
  Crew: 315 
  Passengers: 150 
  Attributes: 
  Agi d8, Str d8, Vit d6, Ale d8, Int d6, Wil d10 
  LP 16; Init d8+d8; Scale Spacecraft 
  Speed 5 (SL/JC) 
  Traits Past it’s Prime (d6), Destiny (d10), Quick 
  Repair* (d4), Jury-rigged** (d6) 
  Skills Heavy Weapons d4, Perception d6, Pilot 
  d4, Mechanical Engineering d4  
  Armament 
  • 
  Light planetcraft scale skirmish range point 
  defence system(d4);  
  • 
  4 spacecraft scale capital range primary 
  assault medium railguns (d10);  
  • 
  4 spacecraft scale short DRADIS range 
  medium missile systems (d12+d4);  
  • 
  4 Vipers, 4 Raptors, 2 assorted craft 
  Armour: Wound 3, Stun 3 
   
   
  History:    The Russan class were built late in 
  the First Cylon War as Colonial industry began 
  making good the losses suffered early in the 
  war.  Because of the urgent need for hulls, the 
  class was both simple in design and lightly built 
  with an emphasis on speed of construction, 
  modular design, and survivability.  Because of 
  the speed of their construction and simple 
  design, Russan Class frigates were built less as 
  line-of-battle ships than as small patrol craft, or 
  as an outlying DRADIS pickets (as part of a 
  Battlestar’s 
  protective 
  screen).  
     Because of their potential as advance scouts 
  for the Fleet, and their more mundane tasking as 
  patrol ships, the Russan class was fitted with a 
  centreline hangar to accommodate a small 
  complement of Vipers and Raptors for patrol and 
  intercept duties.  A pair of launch tubes on the 
  portside allow the Vipers to launch rapidly, but 
  the Raptors launch, and all landings take place 
  on the ship's dorsal landing pad/elevator. 
     Following the Armistice, the Russan class was 
  assigned more mundane duties of routine patrol 
  and customs enforcement along Colonial trade 
  routes.  
     As newer, more capable, and more carefully 
  constructed vessels came on-line, the Russan 
  Class were largely phased out as their worn-out 
  systems became less cost-effective in the face of 
  
   
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  newer and more capable designs.  
   
  Quirks/Special Characteristics:   
  Most shipboard systems were built to take 
  advantage of the ship's modular design and 
  allowed for damaged sections to be bypassed or 
  replaced to temporarily circumvent damage.  
  One drawback to this system, however, was that 
  the modular connections meant more points at 
  which shock damage could break connections, 
  taking 
  systems 
  off-line.  
   
  *Based upon asset Quick Healer. Most of the 
  Russan’s 
  systems 
  are 
  easily 
  jury-rigged. 
  **Based upon the complication Illness. The 
  Russan’s systems have numerous modular 
  connectors which may fail when exposed to 
  sudden shock or impact. 
   
  Notable Vessels in Class: 
  Escortstar Russan (assigned to BSG 7; Class 
  vessel) 
   
   
   
  
   
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  Vanguard Class Auxiliary
  Vanguard Class Auxiliary
  Vanguard Class Auxiliary
  Vanguard Class Auxiliary    
   
  Ship Type: Fleet Auxiliary 
  Size: 3,800 X 333 X 172 feet 
  Crew: 670 
  Passengers: 250 
  Attributes: 
  Agi d6, Str d6, Vit d8, Ale d6, Int d8, Wil d10 
  LP 16; Init d6+d8; Scale Spacecraft 
  Speed 6 (SL/JC) 
  Traits Mass Produced (d4) 
  Skills Heavy Weapons d6, Mechanical 
  Engineering d4, Perception d6, Pilot d4 
  Armament  
  • 
  Medium planetcraft scale skirmish range 
  point defence system (d8);  
  • 
  6 spacecraft scale capital range primary 
  assault railguns (d12+d2);  
  • 
  1 squadron of Raptor-Ls (4 Raptor-L logistic 
  support craft)  
  • 
  1 squadron of Raptor-Ks (4 Raptor-K in-flight 
  refuelling support craft)  
  • 
  1 squadron of Skytrains (6 Skytrain support 
  shuttles)  
  Armour: Wound 4, Stun 4 
   
  History:  The Vanguard Class Fleet Auxiliary 
  represents a rare flash of collective brilliance on 
  the part of the Admiralty and the Ministry of 
  Finance.  In order to reduce costs, a bare-bones, 
  easily customizable hull design fitted with 
  modular systems was developed and procured.  
  Instead of having to design and construct more 
  than a dozen different designs to accommodate 
  different mission types, the common origin hull 
  could be customized during construction to fill a 
  specific need within the fleet.  Each auxiliary type 
  is considered a separate class, but all fall into the 
  Vanguard family.   
     As a result, Vanguard-type hulls can be found 
  in service as amphibious/planetary assault 
  vessels, hospital ships, repair ships, supply 
  ships, munitions ships, and tylium colliers.    
   
  Quirks/Special Characteristics:   
     Because the Vanguard-type all use the same 
  basic hull design, their basic capabilities are 
  generally well known.   
   
  Special Characteristics by Type: 
   
  Amphibious Assault-  Hector Class This 
  Vanguard variant is designed to transport assault 
  troops and land them on the surface of a planet, 
  together with all their necessary supplies, 
  munitions, and equipment.  The basic stats are 
  unchanged, but passenger capacity is increased 
  to 2,000 troops.  The air wing is comprised of six 
  Raptors reconfigured for close air support, and 
  with up to a dozen atmospheric shuttles or 
  landing craft. 
  Aviation Support Ship- Aerie Class Basic stats 
  unchanged, 
  add 
  Trait 
  ”Viper 
  Construction 
  Facilities (d4)”. 
  Hospital Ship-  Aesclapius Class  All weapons 
  except 
  Point 
  Defence 
  System 
  removed. 
  Passenger capacity increased to 2500, 30 
  surgery suites and laboratories added.  Basic 
  stats unchanged, add Trait ”Viper  Construction 
  Facilities (d4)”. 8 Med evac Raptors, 8 shuttles.   
  Munitions Ship- Vulcan Class This Vanguard 
  
   
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  variant is configured to transport bullets, bombs, 
  and other munitions from weapons depots 
  ashore to the vessels of the fleet.  As such, they 
  represent both high risk and high value targets.  
  The basic stats are unchanged, but security and 
  safety measures aboard exceed caution and 
  approach paranoia.  The air wing is comprised of 
  six Raptors and six shuttles for logistical support. 
  Fleet Repair Ship- Hephaestus Class Basic 
  stats unchanged, 2 Raptors, six shuttles. 
  Tylium Collier- Prometheus Class Basic stats 
  unchanged, 2 Raptors, six  shuttles. 
   
  Notable Vessels in Class: 
  OES Vanguard (Class vessel) 
  OES Demosthenes 
  OES Pico (assigned to BSG 60;) 
   
   
  
   
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  Storm Front Class Patrol Craft
  torm Front Class Patrol Craft
  torm Front Class Patrol Craft
  torm Front Class Patrol Craft    
   
  Ship Type: Escortstar/Patrol Craft 
  Registry: Twelve Colonies of Kobol 
  Size: 154 x 66 x 28 feet  
  Crew: 12 
  Passengers: 5 (standard), 8 (emergency) 
  Attributes: 
  Agi d8, Str d6, Vit d8, Ale d8, Int d8, Wil d10 
  LP 18; Init d6+d10; Scale Spacecraft 
  Speed 6 (SL/JC) 
  Traits Tough (d4) 
  Skills Heavy Weapons d4, Mechanical 
  Engineering d4, Perception d4, Pilot d4 
  Armament  
  • 
  Twin Light planetcraft scale autocannon 
  turrets (d8);  
  • 
  Twin Light Spacecraft scale skirmish range 
  primary assault railguns (d4);  
  • 
  Under body mounting points for up to six 
  missiles (sold separately). 
  Armour: Wound 1, Stun 2 
   
  History:  The Stormfront class cutter was 
  designed as a short-ranged, deep-space patrol 
  and rescue craft capable of independent 
  operation along major shipping routes and jump 
  points.  Despite their comparatively small size, 
  the Stormfronts are extremely well armed, 
  mounting both capital and planetcraft scale 
  weaponry.  As they are also intended to deal with 
  the occasional smuggler or blockade runner, the 
  Stormfronts 
  are 
  all 
  extremely 
  fast 
  and 
  manoeuvrable.   
     Stormfront Class cutters were built and 
  deployed in the hundreds, and were used 
  throughout the Colonies for custom enforcement, 
  patrol, and rescue duties in the decade leading 
  up to the Second Cylon War.  Most operated 
  independently, but Stormfront Class cutters were 
  also occasionally deployed in three-ship task 
  groups in high-activity or high risk areas. 
   
  Quirks/Special Characteristics:   
     Stormfront Class cutters have a large lower 
  cargo hold and an integral ventral airlock 
  allowing them to mate up with other vessels in 
  the course of their duties (though they are 
  required to dock belly-first).  The gravity in the 
  belly lock is not stabilized concurrent to the rest 
  of the ship, which can cause disorientation and 
  vertigo in those unprepared for the transition.   
   
  Notable Vessels in Class: 
  Stormfront (Class vessel) 
  Tempest  
  Squall  
  Blizzard  
  Hurricane  
  
   
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  MK I Colonial Viper
  MK I Colonial Viper
  MK I Colonial Viper
  MK I Colonial Viper    
   
  Ship Type: Space Superiority Fighter 
  Registry: Twelve Colonies of Kobol 
  Size: 29 x 15 x 14 feet 
  Crew: 1 
  Passengers: None (1 in Mk 1a)  
  Attributes: 
  Agi d8, Str d6, Vit d8, Ale d6, Int d4, Wil d4 
  LP 10; Init d6+d8; Scale Planetcraft 
  Speed 7 (5 in atmo; SL) 
  Traits Past It’s Prime (d8) 
  Skills Perception d4 
  Armament 2 medium planetcraft scale skirmish range autocannons (d8);  
  4 medium planetcraft scale skirmish range missiles (d12); or 
  2 heavy planetcraft scale skirmish range missiles (d12+d4); 
  Armour: Wound 2, Stun 2 
   
  History:  The primary Colonial space and atmosphere fighter during the first part of the Cylon War, the 
  type gave good service, but was quickly superseded by newer and more capable models, and was 
  relegated to service with militia and guard units.   
   
  Quirks/Special Characteristics:   
     These fighters can still occasionally be found in military reserves, and if disarmed, in select civilian 
  service (mostly with aerobatics companies and the like).   
   
   
   
  
   
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  Stealth Star Class Recon Fighter
  Stealth Star Class Recon Fighter
  Stealth Star Class Recon Fighter
  Stealth Star Class Recon Fighter    
   
  Ship Type: Recon Fighter 
  Registry: Twelve Colonies of Kobol 
  Size: 31 x 15 x 14 feet 
  Crew: 1 
  Passengers: None  
  Attributes: 
  Agi d8, Str d6, Vit d8, Ale d8, Int d6, Wil d6 
  LP 12; Init d8+d8; Scale Planetcraft 
  Speed 7 (5 in atmo; SL/JC) 
  Traits Stealthy (d4)* 
  Skills Perception d4, Covert d4 
  Armament None;  
  Armour: 2 wound, 2 stun  
   
  History:  The Stealthstar was an experimental 
  fighter design developed by the Colonial Fleet.  
  The design was used primarily for intelligence 
  gathering, 
  and 
  in one particular 
  incident 
  three 
  years 
  before 
  the 
  Second 
  Cylon War, to 
  test 
  Cylon 
  response to a 
  Colonial 
  incursion along 
  the 
  Armistice 
  Line.   
   
  Quirks/Special 
  Characteristic
  s:   
     The Stealthstar utilizes a mix of standard and 
  experimental Colonial technology.  For example, 
  the cockpit and avionics are identical to those 
  found on the Mk VII Viper, while the twin engines 
  were a revolutionary low-emission design. 
     Stealthy*- 
  Carbon 
  composite 
  construction 
  renders the Stealthstar DRADIS transparent and 
  when operating with her transponder off and her 
  engines on low power, imposes a -4 die step  to 
  Perception tests made to find her.  
   
  Notable Vessels in Class: 
  7746VA (Piloted by Daniel “Bulldog” Novacek; 
  Violated Armistice Line and destroyed by 
  unknown forces). 
   
   
  
   
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  Black bird Class Recon Fighter
  Black bird Class Recon Fighter
  Black bird Class Recon Fighter
  Black bird Class Recon Fighter    
   
  Ship Type: Recon Fighter 
  Size: 29 x 15 x 14 feet 
  Crew: 1 
  Passengers: None  
  Attributes: 
  Agi d6, Str d4, Vit d8, Ale d6, Int d4, Wil d4 
  LP 8; Init d6+d6; Scale Planetcraft 
  Speed 7 (5 in atmo; SL/JC) 
  Traits Stealthy (d4)* 
  Skills Perception d4, Covert d4 
  Armament None;  
  1 medium spacecraft scale skirmish range missile (d12); 
  Armour: None. 
   
   
   
  History:  The Blackbird came about more as a morale building exercise by Galen Tyrol and the crew of 
  the Battlestar Galactica, following the latter’s flight from the Colonies in the wake of the Holocaust.  She 
  was primarily from left over components, and her hull was composed of carbon composite sheathing.  The 
  Blackbird had a service life of less than three months, being destroyed in a collision with a Cylon raider 
  during Admiral Cain’s assault on a Cylon resurrection ship.   
   
  Quirks/Special Characteristics:   
     This vessel has no counterpart in the Galactica Universe.  This entry is included only for the sake of 
  completeness.  Stealthy*- Carbon composite construction renders the Blackbird DRADIS transparent and 
  with her engines off, imposes a -4 die step  to Perception tests made to find her.  
  
   
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  Colonial Long Range Shuttle
  Colonial Long Range Shuttle
  Colonial Long Range Shuttle
  Colonial Long Range Shuttle    
   
  Ship Type: Transport 
  Size: 65 x 33 x 29 feet  
  Crew: 2 
  Passengers: 20 
  Attributes: 
  Agi d6, Str d8 Vit d6, Ale d4, Int d4, Wil d6 
  LP 14; Init d4+d6; Scale Planetcraft 
  Speed 5 (SL/JC) 
  Traits Past It’s Prime (d4) 
  Skills Mechanical Engineering d2, Perception 
  d4, Pilot d4 
  Armament: None 
  Armour: Wound 1, Stun 1 
   
  History:  The mainstay shuttle of the Colonial 
  Fleet for almost sixty years, this class served 
  from just before the First Cylon War to the first 
  battles of the Second. 
   
  Quirks/Special Characteristics:   
     There are numerous variants of this class, and 
  it can be found in both civilian and military 
  service, and has been frequently modified for a 
  wide variety of duties.  Jump capable models are 
  used as long range transports, survey craft, and 
  deep space laboratories.   
   
  
   
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  Colonial Atmo Shuttle
  Colonial Atmo Shuttle
  Colonial Atmo Shuttle
  Colonial Atmo Shuttle    
   
  Ship Type: Transport 
  Registry: Twelve Colonies of Kobol 
  Size: 65 x 35 x 30 feet  
  Crew: 2 
  Passengers: 20 
  Attributes: 
  Agi d6, Str d8 Vit d8, Ale d6, Int d6, Wil 
  d6 
  LP 14; Init d6+d6; Scale Planetcraft 
  Speed 6 (4 in atmo; SL/JC) 
  Traits Past It’s Prime (d4) 
  Skills Mechanical Engineering d2, 
  Perception d4, Pilot d4 
  Armament: None 
  Armour: Wound 1, Stun 1 
   
   
  History:  The replacement design for the 
  venerable Colonial shuttle, this class follows a 
  modern, robust design, and can be found aboard 
  ships and duty stations throughout the Colonial 
  sphere of influence.   
   
  Quirks/Special Characteristics:   
     This class is a bit too new to have entered the 
  civilian market, though a small handful of non-
  FTL hulls have been sold to civilian concerns.   
  As a result, this shuttle type is generally found 
  only in military or government service, usually 
  transporting personnel and cargo.   
  
   
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  Colonial MINI Shuttle 
   
  Ship Type: Transport 
  Registry: Twelve Colonies of Kobol 
  Size: 65 x 33 x 29 feet  
  Crew: 1 
  Passengers: 3 
  Attributes: 
  Agi d6, Str d8 Vit d6, Ale d4, Int d4, Wil 
  d6 
  LP 14; Init d4+d6; Scale Planetcraft 
  Speed 5 (SL) 
  Traits Short Range (d4), Past It’s Prime 
  (d4), Mass Produced (d4) 
  Skills Mechanical Engineering d2, 
  Perception d4, Pilot d4 
  Armament: None 
  Armour: Wound 1, Stun 1 
   
  History:  This small launch was built to fill the 
  need for a small orbital transport and launch for 
  vessels not having a full-sized launch/landing 
  bay.  Once in service, they proved popular, 
  dependable, easy to operate, and easy to 
  maintain. 
   
  Quirks/Special Characteristics:   
     Despite their popularity and the ease with 
  which these vessels are modified, none have 
  been able to overcome the limitations of its small 
  size.  None of the numerous variants of this class 
  are FTL capable, and none have regenerative 
  life support systems.  They were built as small, 
  short range transports, and so they remain.   
   
   
   
  
   
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  Other Vessels: Merchant Marine 
   Merchant Marine 
   Merchant Marine 
   Merchant Marine     
   
  Zephyr
  Zephyr
  Zephyr
  Zephyr----Class Fast Replenishment 
  Class Fast Replenishment 
  Class Fast Replenishment 
  Class Fast Replenishment 
  Vessel
  Vessel
  Vessel
  Vessel    
  Designed to be as fast as the Battlestars they 
  were built to support. Lightly armed and 
  moderately armoured due to frequently being 
  very close to combat zone. The Zephyr’s most 
  impressive feature is that it is equipped with a 
  container load system to allow replenishment of 
  critical supplies while underway.  
  Agi d2, Str d8, Vit d6, Ale d2, Int d6, Wil d8;  
  LP: 16, Init: d2+d2 Scale: Spacecraft, Speed: 5 
  SL / JC 
  Traits: Tough as Nails (d4) 
  Skills: Covert d6; Pilot d6 
  Armament:  
  • 
  Light planetcraft scale skirmish range point-
  defence system (d6);  
  • 
  4 spacecraft scale capital range missile 
  systems (d10),  
  • 
  8 spacecraft scale skirmish range missile 
  systems (d6),  
  • 
  twelve shuttles configured as lifeboats. 
  Armour: 3 Wound, 3 Stun 
  Description: 689 x 106 x 75 feet 
  Tonnage: 29,400 tons 
  Crew Complement: 18 officers, 154 ratings. 
  Crew Quarters: 35 quad cabins, 15 double 
  cabins, 2 single cabins. 
  Cargo Capacity: 11,600 tons. 
  Passenger Capacity: 20 double cabins 
  Equipment: Heavy automated container lifters, 
  Infirmary with six beds 
   
  Veritas
  Veritas
  Veritas
  Veritas----Class Supply Ship
  Class Supply Ship
  Class Supply Ship
  Class Supply Ship    
  The rock solid staple of the Merchant Marine, the 
  Veritas is designed to operate further behind the 
  primary battle zone carrying a larger load of 
  supplies than the Zephyr, but requiring the 
  supplied vessel to come to a halt to transfer the 
  supplies. This dependable design has been built 
  in the hundreds and is used by many civilian 
  cargo companies.   
  Agi d6, Str d8, Vit d6, Ale d2, Int d2, Wil d6;  
  LP 14, Init d8+d2, Scale: Spacecraft, Speed: 3 
  SL / JC 
  Traits: Mass Produced (d4) 
  Skills: Pilot d4 
  Armament:  
  • 
  Light planetcraft scale skirmish range point-
  defence system (d6);  
  • 
  4 spacecraft scale skirmish range missile 
  systems (d6),  
  • 
  two shuttles configured as lifeboats. 
  Armour: 2 Wound, 2 Stun 
  Description: 441 x 56 x 54 feet  
  Tonnage: 14,250 tons 
  Crew Complement: 9 officers, 32 ratings 
  Crew Quarters: 7 quad cabins, 6 double cabins, 
  1 single cabin 
  Cargo Capacity: 20,000 tons 
  Equipment: Heavy automated load lifters 
  
   
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  Thin blue line 
  Defenders of the Colonies 
   
  AN UNOFFICIAL SUPPLEMENT FOR THE  
   
   
  B A T T L E S T A R  
  GALACTICA 
  -- ROLE PLAYING GAME – 
    
   
   
   
   
  
SOURCE: textdata/thevault/Battlestar Galactica/Battlestar Galactica - Thin Blue Line.pdf