[DS] Battlestar Galactica (SciFi channel Version) Vipers & Raiders

4 posts ยท Dec 10 2003 to Dec 11 2003

From: Brian Bilderback <bbilderback@h...>

Date: Wed, 10 Dec 2003 15:49:52 -0800 (PST)

Subject: [DS] Battlestar Galactica (SciFi channel Version) Vipers & Raiders

Here's a quick suggestion for how to build the fighters from the MiniSeries
versions, just based on my observations of the miniseries.

These observations are subjective. I have not made any effort to make these
ships efficient or affordable, just to refelct what I saw on screen.

Colonial Viper: Class 3 Aerospace Armor: 3 Stealth 0 Enhanced ECM Enhanced
Firecon (when they're not being jammed)
2xMDC-2
Superior PDS

Based on the gatling sound and tracer fire, I'm assuming the weapons on the
Viper are some sort of
rapid fire weapon, so I went with a pair of MDC-2's,
and added the PDS based on the main weapons' ability to shoot down incoming
missiles. (Given the ability to shoot down passing missiles as well, you could
use my house rules and make it a class 4 with 2xMDC and superior ZADFC)
Stealthing didn't seem a big priority in the movies, though ECM and firecon
did. The Mk VII's
(pre-jamming) would be superior each, the old models
would be enhanced.

Cylon Fighters: Class 5, armor 3. Superior ECM & Firecon, Stealth 4
1xHEL-3, 4xGMS/H
The cylon jamming capability can be simulated by better stealth levels. They
definitely threw out a lot of missiles, although they were definitely GMS,
not SLAM's, and the anti-ship missiles would be DFO,
or better simulated in FT. They're definitely bigger machines than the Vipers,
but didn't seem any easier to hit or kill with a hit. I don't remember seeing
their Direct Fire weapon firing, so I guessed at it being a HEL.

From: Ryan Gill <rmgill@m...>

Date: Thu, 11 Dec 2003 00:05:20 -0500

Subject: Re: [DS] Battlestar Galactica (SciFi channel Version) Vipers & Raiders

> At 3:49 PM -0800 12/10/03, Brian B wrote:

Bump that up to 12 GMS/Hs. I just re-watched the
2nd movie on Tivo and the scene where the cylons show up and blast the 20
sublight ships shows 6 missiles per fighter launcher, 12 total from the ship.
That could be a total number carried onboard or what they can do in a max
salvo. Given
their range, you might make them GMS/Ls.

I'm not seeing the HEL3 and I'd say they're the same side as the Vipers.

Now, don't forget the Raptors.

> The cylon jamming capability can be simulated by

Well, it doesn't work against the old Vipers, just the ViperIIIs.

From: Brian Bilderback <bbilderback@h...>

Date: Thu, 11 Dec 2003 07:54:45 -0800 (PST)

Subject: Re: [DS] Battlestar Galactica (SciFi channel Version) Vipers & Raiders

> --- Ryan Gill <rmgill@mindspring.com> wrote:

Yeah, there WERE a heck of a lot of them, you might want to waive the rule on
the limit of # of weapons,
and make it Class 6, 12xGMS/L, and that DF weapon a
class 1.

 *********MINOR SPOILER WARNING********

> I'm not seeing the HEL3 and I'd say they're the same

In the scene where a Cylon flips to face Starbuck, and it shows some sort of
barrelled weapon, but can't gewt a lock and doeasn't fire. We don't know WHAT
that weapon is, so I guessed a HEL.

They definitely struck me as bigger that a Viper, but
not by much -  most of the difference was wingspan.
> Now, don't forget the Raptors.

I didn't, I just didn't bother right now.

> >The cylon jamming capability can be simulated by

True, so you might want to use a different mechanic to simulate it.

From: Brian Bilderback <bbilderback@h...>

Date: Thu, 11 Dec 2003 08:35:52 -0800 (PST)

Subject: Re: [DS] Battlestar Galactica (SciFi channel Version) Vipers & Raiders

> --- Brian B <greywanderer987@yahoo.com> wrote:

> > Bump that up to 12 GMS/Hs.

*SNIP*> Yeah, there WERE a heck of a lot of them, you might
> want to waive the rule on the limit of # of weapons,

Alternatively, you can keep it at 4xGMS/H, and
Hand-Wave it as saying that each GMS/H shot is
actually a flight of 3 smaler missiles....