Battlestar Galactica D20

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All of the information from this thread has been condensed, edited, formatted and converted into a PDF. Please PM me with your e-mail address if you would like a copy (or click HERE).
Thanks! Bill Canavan

ADVANCED CLASSES

STARSHIP OFFICER
The fastest path into this advanced class is from the Charismatic hero basic class, though other paths are possible.
Requirements
To qualify to become a Starship Officer, a character must fulfill the following criteria.
Base Attack Bonus: +2.
Skills: Diplomacy 6 ranks, Knowledge (tactics) 6 ranks.
Feat: Personal Firearms Proficiency.
Class Information
The following information pertains to the Starship Officer advanced class.
Hit Die
The Starship Officer gains 1d8 hit points per level. The character’s Constitution modifier applies.
Action Points
The Starship Officer gains a number of action points equal to 6 + one-half his character level, rounded down, every time he attains a new level in this class.
Class Skills
The Starship Officer’s class skills are as follows.
Bluff (Cha), Computer Use (Int), Diplomacy (Cha), Gather Information (Cha), Intimidate (Cha), Knowledge (behavioral sciences, civics, history, physical sciences, tactics, theology and philosophy), Pilot, Read/Write Language (none), Sense Motive (Wis), Speak Language (none).
Skill Points at Each Level: 5 + Int modifier (4 + Int modifier for nonhumans).

Table: The Starship Officer
Class Level Base Attack Bonus Fort Save Ref Save Will Save Special Defense Bonus Reputation Bonus
1st +1 +0 +0 +2 Leadership +1 +1
2nd +2 +0 +0 +3 Uncanny survival +1 +1
3rd +3 +1 +1 +3 Bonus feat +2 +1
4th +4 +1 +1 +4 Tactical expertise +2 +2
5th +5 +1 +1 +4 August leadership +3 +2
6th +6 +2 +2 +5 Bonus feat +3 +2
7th +7 +2 +2 +5 Tactical mastery +4 +3
8th +8 +2 +2 +6 Commanding presence +4 +3
9th +9 +3 +3 +6 Bonus feat +5 +3
10th +10 +3 +3 +7 Action trust +5 +4

Class Features
The following class features pertain to the Starship Officer advanced class.
Leadership
By providing supervision and guidance, a Starship Officer can improve an ally’s chances of succeeding at a skill check. Instead of making a skill check to aid another, the Starship Officer makes a Diplomacy check (DC 10). He cannot take 10 or take 20 on the check. Success grants a competence bonus on the ally’s skill check equal to the Starship Officer’s Charisma bonus or Reputation bonus, whichever is greater. The ally must be within sight and hearing distance of the Starship Officer and must be able to understand him.
A Starship Officer cannot use this ability on himself.
Uncanny Survival
Beginning at 2nd level, a Starship Officer can add one-half his class level to his Defense for 1 round, once per day. (The bonus applies to the Starship Officer’s touch and flat-footed Defense, as well.) He must declare he is doing this at the beginning of his turn, and the Defense bonus lasts until his next round of actions.
Bonus Feats
At 3rd, 6th, and 9th level, the Starship Officer gets a bonus feat. The bonus feat must be selected from the following list, and the Starship Officer must meet all the prerequisites of the feat to select it.
Combat Expertise, Improved Initiative, Iron Will, Precise Shot, Renown, Spacer, Starship Battle Run, Starship Dodge, Starship Feint, Starship Gunnery, Starship Mobility, Starship Operation, Starship Strafe, Zero-G Training.
Tactical Expertise
Starting at 4th level, as a full-round action, a Starship Officer can use his tactical knowledge to coordinate allies. Allies to be affected must be within sight and hearing distance of the Starship Officer and must be able to understand him.
The Starship Officer must make a Knowledge (tactics) check with a DC equal to 15 + the number of allies affected. He cannot take 10 or take 20 on the check. If the check succeeds, all affected allies gain a competence bonus on attack rolls or a dodge bonus to Defense equal to the Starship Officer’s Reputation bonus. The Starship Officer chooses which of the two benefits to impart and must impart the same benefit to all affected allies. The benefits last for 1 round.
If the check fails, the Starship Officer’s allies gain no benefit, but the action is still spent.
A Starship Officer cannot apply the benefits of this ability to himself.
August Leadership
The Starship Officer gains this ability at 5th level. It works like the leadership ability (see above), except the Starship Officer adds his Charisma bonus and his Reputation bonus to the ally’s skill check.
Tactical Mastery
At 7th level, the Starship Officer requires less time to direct his allies. This ability is similar to tactical expertise (see Tactical Expertise, above) but requires an attack action instead of a full-round action.
Commanding Presence
At 8th level and beyond, a Starship Officer can use an attack action and his commanding presence to enable an ally or weaken a single foe’s resolve.
Enabling an ally requires an attack action and a successful Diplomacy check (DC 20). If the check succeeds, the Starship Officer can negate any one of the following harmful conditions affecting a single ally: cowering, dazed, fatigued, nauseated, panicked, shaken, or stunned. The ally to be affected must be within sight and hearing distance of the Starship Officer and must be able to understand him.
The Starship Officer cannot use this ability on himself.
Weakening a foe’s resolve requires an attack action and a successful Intimidate check (DC = target’s level check) . If the check succeeds, the target is shaken for a number of rounds equal to 1d6 + one-half the Starship Officer’s class level + the Starship Officer’s Charisma modifier. The target must be within sight and hearing distance of the Starship Officer and must be able to understand him. A target that resists the Starship Officer’s attempt to weaken its resolve is immune to the Starship Officer’s use of this ability for 24 hours.
Action Trust
At 10th level, the Starship Officer’s mere presence inspires, safeguards, and motivates his allies.
As a free action, a Starship Officer may spend one of his action points to modify an ally’s attack roll, skill check, ability check, level check, or saving throw result by +2d6 (applying a bonus of +2 to +12).
The ally to be affected must be within sight and hearing distance of the Starship Officer to gain the benefits of the Starship Officer’s spent action point. A Starship Officer may use this ability once per round, and not on himself (he gains the normal benefits for spending an action point on himself).
Any character may transfer some or all of her action points to the Starship Officer as a free action. The Starship Officer must consent to the transfer, and these action points become the Starship Officer’s to spend as he sees fit.

VIPER PILOT
Select this advanced class if you want your character to be an expert fighter pilot. The fastest path into this advanced class is from the Fast hero basic class, though other paths are possible.
REQUIREMENTS
To qualify to become a Viper Pilot, a character must fulfill all the following criteria.
Skills: Pilot 6 ranks.
Feats: Starship Operation.
CLASS INFORMATION
The following information pertains to the Viper Pilot advanced class.
Hit Die
The Viper Pilot gains 1d10 hit points per level. The character’s Constitution modifier applies.
Action Points
The Viper Pilot gains a number of action points equal to 6 + one-half his character level, rounded down, each time he attains a new level in this class.
Class Skills
The Viper Pilot’s class skills are as follows. Bluff (Cha), Computer Use (Int), Drive (Dex), Knowledge (current events, popular culture, streetwise, technology) (Int), Navigate (Int), Pilot (Dex), Profession (Wis), Read/Write Language (none), Repair (Int), Sleight of Hand (Dex), Speak Language (none), Spot (Wis),
Tumble (Dex).
Skill Points at Each Level: 5 + Int modifier.

Table: The Viper Pilot
Class Level Base Attack Bonus Fort Save Ref Save Will Save Special Defense Bonus Reputation Bonus
1st +0 +0 +2 +1 Starship Weapon Proficiency +1 +0
2nd +1 +0 +3 +2 Viper Familiarity (+1) +1 +0
3rd +2 +1 +3 +2 Bonus feat +2 +1
4th +3 +1 +4 +2 Starship feint +2 +1
5th +3 +1 +4 +3 Viper Familiarity (+2) +3 +2
6th +4 +2 +5 +3 Bonus feat +3 +2
7th +5 +2 +5 +4 Evasive action +4 +3
8th +6 +2 +6 +4 Viper Familiarity (+3) +4 +3
9th +6 +3 +6 +4 Bonus feat +5 +4
10th +7 +3 +7 +5 Improved evasive action +5 +4

Class Features
The following features pertain to the Viper Pilot advanced class.
Starship Weapon Proficiency
At 1st level, the Viper Pilot gains the bonus feat Starship Weapon Proficiency.
Viper Familiarity
Starting at 2nd level, a Viper Pilot gains a bonus on Pilot, and Repair checks when applied to a Colonial Viper. The same bonus is applied to the Viper Pilot’s attack rolls with the Viper’s ranged weapons. This bonus is +1 at 2nd level and increases by 1 every three levels thereafter (+2 at 5th level, +3 at 8th level).
Minor changes and upgrades to the Viper don’t affect familiarity, but if the Viper Pilot switches to a starship with a different size, different superstructure, different flight system, or more than one new weapon, he must operate it for at least one month before he is familiar with it. A Viper Pilot can be familiar with only one starship at a time.
Bonus Feat
At 3rd, 6th, and 9th level, the Viper Pilot gains a bonus feat. The bonus feat must be selected from the following list, and the Viper Pilot must meet all the prerequisites of the feat to select it. Blind-Fight, Brawl, Gearhead, Improved Brawl, Improved Feint, Spacer, Starship Battle Run, Starship Dodge, Starship Feint, Starship Gunnery, Starship Mobility, Starship Operation, Starship Strafe, Zero-G Training.
Starship Feint
At 4th level, a Viper Pilot operating a starship can make a Bluff check in combat as a move action (instead of an attack action). He receives a +2 bonus on the Bluff check made to feint in melee combat.
If the Viper Pilot has the Improved Feint feat, his bonus on Bluff checks made to feint increases to +4 while operating a starship.
Evasive Action
At 7th level, the Viper Pilot can make a Pilot check to lessen the damage dealt by a successful attack against his starship. If the check result exceeds the attack roll, the damage is reduced by half (round fractions down, minimum of 1 point of damage). The Viper Pilot can make an evasive action check once per round.
Improved Evasive Action
At 10th level, the Viper Pilot’s evasive action ability improves. A successful Pilot check negates all damage dealt by the attack.

COLONIAL EQUIPMENT

Colonial Sidearm (written by Talos)
Type: Double-Action Autoloader Pistol with attached Explosive Round Launcher
Damage: 2d6/3d6 (Br 5 ft)
Critical: 20
Damage Type: Ballistic/Slashing
Range Increment: 40 ft/30 ft
ROF: S/Single
Magazine: 20 box/1
Purchase DC: 18
Size: Med
Weight: 2 lb.
Restriction: Mil

Saylya Pepperbox (written by Talos)
Type: Double-Action Four-barreled Pistol
Damage: 2d4
Critical: 20
Damage Type: Ballistic
Range Increment: 20 ft
ROF: S
Magazine: 4 int
Purchase DC: 15
Size: Med
Weight: 1 lb.
Restriction: Lic (+1)

Colonial Marine submachinegun (written by Talos)
Type: 5.7mm Personal Defense Weapon
Damage: 2d6+1
Critical: 20
Damage Type: Ballistic
Range Increment: 50 ft
ROF: S,A
Magazine: 50 box
Purchase DC: 21
Size: Large
Weight: 8 lb.
Restriction: Mil (+3)

Colonial Assault Rifle (written by Talos)
Type: 5.56mm Assault Rifle
Damage: 2d8
Critical: 20
Damage Type: Ballistic
Range Increment: 90 ft
ROF: S,A
Magazine: 30 box
Purchase DC: 20
Size: Large
Weight: 12 lb.
Restriction: Res (+2)

COLONIAL VEHICLES

Colonial "Land Ram" Tracked Armored Personnel Carrier (PL 5)
Size: Huge
Crew: 3
Pass: 7
Cargo: 250 lb.
Init: -2
Maneuver: -2
Top Speed: 70(7)
Defense: 8
Hardness: 10
Hit Points: 52
Purchase DC: 40
Restriction: Mil (+3)

Colonial "Land Ram"
A Cylon War-era armored personnel carrier, the Land Ram was used by the Colonial Marines. It is crewed by a driver, a gunner, and a commander. It has one top hatch and two side hatches, one for each crew position, and a large door in back for infantry soldiers to load or disembark. It takes a full-round action to enter the vehicle through a hatch and another full-round action to start it moving. The Land Ram is three squares wide and four squares long. It provides full cover to its occupants.
This vehicle comes equipped with a pair of fire linked M-9 Barrage Chain Guns mounted in a full turret (8d6/20; ballistic; 60 ft.; S, A).

COLONIAL STARSHIPS

Colonial "Viper Mk I" space superiority fighter (PL 6)
Designed for action against other small craft, fighters lack the punch to be effective against large targets unless they’ve been modified to carry warheads.
Type: Ultralight
Subtype: Fighter
Size: Gargantuan (–4 size)
Length: 25 feet
Weight: 39,000 lb.
Crew: 1 (ace +12)
Passenger Capacity: 0
Cargo Capacity: 1,700 lb.
Tactical Speed: 3,000 ft. (6 sq.)
Defense: 19
Flat-footed Defense: 13
Autopilot Defense: 6
Hardness: 20
Hit Dice: 6d20 (120 hp)
Initiative Modifier: +6
Pilot’s Class Bonus: +7
Pilot’s Dex Modifier: +6
Gunner’s Attack Bonus: +8/+3
Targeting System Bonus:+2
Grapple Modifier: +8
Base Purchase DC: 38
Restriction: Military (+3)
Attack: 2 fire-linked modified rail cannons +10/+5 ranged (9d12/20)
Attack of Opportunity: None
Standard PL 6 Design Specs:
Engines: Fusion torch engine, thrusters
Armor: Alloy Plating
Defense Systems: Chaff launcher with 8 chaff bundles, sensor jammer
Sensors: Class I sensor array, targeting system
Communications: Radio transceiver
Weapons: 2 fire-linked modified rail cannons (range incr. 3,000 ft.)
Grappling Systems: None

Colonial "Viper Mk II" space superiority fighter (PL 6)
Designed for action against other small craft, fighters lack the punch to be effective against large targets unless they’ve been modified to carry warheads.
Type: Ultralight
Subtype: Fighter
Size: Gargantuan (–4 size)
Length: 25 feet
Weight: 39,000 lb.
Crew: 1 (ace +12)
Passenger Capacity: 0
Cargo Capacity: 1,700 lb.
Tactical Speed: 3,500 ft. (7 sq.)
Defense: 19
Flat-footed Defense: 13
Autopilot Defense: 6
Hardness: 20
Hit Dice: 8d20 (160 hp)
Initiative Modifier: +6
Pilot’s Class Bonus: +7
Pilot’s Dex Modifier: +6
Gunner’s Attack Bonus: +8/+3
Targeting System Bonus:+2
Grapple Modifier: +8
Base Purchase DC: 46
Restriction: Military (+3)
Attack: 2 fire-linked modified rail cannons +10/+5 ranged (9d12/20)
Attack of Opportunity: None
Standard PL 6 Design Specs:
Engines: Fusion torch engine, thrusters
Armor: Polymeric
Defense Systems: Chaff launcher with 8 chaff bundles, sensor jammer
Sensors: Class II sensor array, targeting system
Communications: Laser transceiver, radio transceiver
Weapons: 2 fire-linked modified rail cannons (range incr. 3,000 ft.)
Grappling Systems: None

Colonial "Viper Mk VII" space superiority fighter (PL 6)
Designed for action against other small craft, fighters lack the punch to be effective against large targets unless they’ve been modified to carry warheads.
Type: Ultralight
Subtype: Fighter
Size: Gargantuan (–4 size)
Length: 32.5 feet
Weight: 39,000 lb.
Crew: 1 (ace +12)
Passenger Capacity: 0
Cargo Capacity: 1,700 lb.
Tactical Speed: 3,500 ft. (7 sq.)
Defense: 19
Flat-footed Defense: 13
Autopilot Defense: 6
Hardness: 20
Hit Dice: 9d20 (180 hp)
Initiative Modifier: +8
Pilot’s Class Bonus: +7
Pilot’s Dex Modifier: +6
Gunner’s Attack Bonus: +8/+3
Targeting System Bonus:+2
Grapple Modifier: +8
Base Purchase DC: 46
Restriction: Military (+3)
Attack: 3 fire-linked needlers +10/+5 ranged (12d12/20)
Attack of Opportunity: None
Standard PL 6 Design Specs:
Engines: Fusion torch engine, thrusters
Armor: Polymeric
Defense Systems: Chaff launcher with 8 chaff bundles, sensor jammer
Sensors: Class III sensor array, targeting system
Communications: Laser transceiver, radio transceiver
Weapons: 2 fire-linked needlers (range incr. 4,000 ft.)
Grappling Systems: None

Colonial "Raptor" dropship (PL 6)
A Raptor is capable of extended operation away from its base (frequently a larger ship).
Type: Ultralight
Subtype: Courier
Size: Gargantuan (–4 size)
Length: 28 feet
Weight: 90,000 lb.
Crew: 2 (trained +4)
Passenger Capacity: 12
Cargo Capacity: 9,500 lb.
Tactical Speed: 3,000 ft. (5 sq.)
Defense: 11
Flat-footed Defense: 9
Autopilot Defense: 8
Hardness: 20
Hit Dice: 10d20 (200 hp)
Initiative Modifier: +2
Pilot’s Class Bonus: +3
Pilot’s Dex Modifier: +2
Gunner’s Attack Bonus: +2
Targeting System Bonus: +2
Grapple Modifier: +12
Base Purchase DC: 48
Restriction: Licensed (+1)
Attack: 1 CHE missile launcher with 8 missiles +2 ranged (6d12/19-20);
Attack of Opportunity: None
Standard PL 6 Design Specs:
Engines: Jump engine, thrusters
Armor: Polymeric
Defense Systems: Autopilot system, 1 chaff launcher (8 chaff bundles), 1 decoy drone launcher (4 decoy drones)
Sensors: Class II sensor array, targeting system
Communications: Laser transceiver, radio transceiver
Weapons: 1 CHE missile launcher with 8 missiles
Grappling Systems: none

Colonial “Battlestar” (PL 6)
The Colonial Battlestar is the backbone of the fleet. It has the ability to launch devastating attacks from millions of miles away, in the form of large numbers of fighters. Battlestars are heavily armed with anti-ship missiles, multiple point defense systems, and their payload of fighters to defend them against attack.
In addition to its normal cargo capacity, a battlestar can hold 72 Viper space superiority fighters and 6 Raptor dropships. Its listed crew complement does not include the ace pilots who fly these fighter craft. (Pilots count against the passenger capacity.) A battlestar can deploy up to 4 ultralight craft as a move action.
Type: Heavy
Subtype: Fleet carrier
Size: Colossal (–8 size)
Length: 4,640 feet
Weight: 140,000 tons
Crew: 320 (expert +8)
Passenger Capacity: 2,630
Cargo Capacity: 38,250 tons
Tactical Speed: 3,000 ft. (6 sq.)
Defense: 11
Flat-footed Defense: 7
Autopilot Defense: 7
Hardness: 30
Hit Dice: 500d20 (10,000 hp)
Initiative Modifier: +6
Pilot’s Class Bonus: +5
Pilot’s Dex Modifier: +4
Gunner’s Attack Bonus: +4
Targeting System Bonus:+3
Grapple Modifier: +16
Base Purchase DC: 72
Restriction: Military (+3)
Attack: 2 fire linked batteries of 4 50 kt nuclear missile launchers with 128 missiles +6 ranged (24d8/18-20)
Attack of Opportunity: Point-defense system +3 ranged (4d12
Very well done, I lots of work into that, thanks for the useful info on battlestar, seeing as I love the old and new series its going to come in handy.
You're welcome... It's been a pet project of mine for a while... well one of many actually... I don't have time to write up an entire campaign setting, but with those stats and the info from wikipedia, a GM should be able to run a decent BSG campaign. :D
Very well done indeed. I watch the new BSG religiously and I think the information presented is faithful to the show.
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Nice job, WW.

One question I had... What was your thought process for not including the various Starship feats (Operation, Gunnery, etc.) in the Starship Officer bonus feats? To me it seems like those might belong there, so I was just curious why you were excluding them (might be some obvious and/or good reason I'm not seeing).

Thanks for posting a lot of really good info for cut and paste thievery.



FT
Hmmmm....
Well I could say that my thought process was that the starship officer didn't need those feats himself if he was going to be commanding a crew... but the real reason is that I messed up... :embarrass
I'll fix it as soon as I get a chance...
Thanks for pointing that out! if there's anything else that doesn't add up please let me know! :D

OK

I fixed the list of bonus feats for the Starship Officer... got rid of the armor proficiencies and few feats that really only apply to personal combat and replaced them with more appropriate feats that relate to starship operation and the space environment in general.
ah yes, but do we still get the nnaked army of boomers?

Batts
ah yes, but do we still get the nnaked army of boomers?

Batts

Yes, yes we do.
Heh, I think the army of naked Boomers (and number sixes for that matter) are covered by the stats for the Cylon Infiltrator.

Incidentally, I wrote up stats for the Colonial "Land Ram" from the original series using a combination of the mecha and robot construction rules, but since I haven't seen it in the new series I didn't post the stats for it. I admit I missed the last quarter of season 1 and a couple of episodes from season 2, so it might have been in there. I also didn't stat out the civilian ships of the Colonial Fleet due to sheer laziness... Hmmm maybe I'll do that when I get home tonight.
Haven't seen the Land Ram (or any derivative vehicles) myself. They did have some more earth-ish vehicles shown recently on Caprica in the Jeep/SUV mold.

FT
Hmmm then I will hold off on the land ram for now.
I added several civilian ships of the Colonial fleet, including Colonial One, and the shuttlecraft from the original series (which I caught a glimpse of on the new series a couple of weeks ago). I can't remember all the different types or names of the ships in the new series or the old, so If I am missing any please let me know and I will stat them as soon as I can.
Looks good overall. The classes are good as are the cylon stuff. I just have a few small issues with the ships (what I've studied the most from BSG 2003). So, anyway from the top.

Viper Mk. II-Length ~25 feet, seen carrying missile and bombs before (Hand of God, Home pt. 1)

Viper Mk. VII-Length 32.5 feet (Sci-Fi.com as are all lengths after this), carries three Kinetic Energy Weapons(visible on model), FBW controls removed after Cylon Invasion (Sci-fi.com)

Raptor-Length 28 feet, never seen to carry a cannon of any type (none visible on any model of it either), can carry a few missiles though, probably no more than 6

Battlestar-Length 4,640 feet, carries hundreds of small Point defense weapons, 20 two barreled heavy cannons (Large cannons firing bursting shots in Mini-Series) 8 turrets on top, 8 on bottom, and 4 under "lip" on command section (Seen firing in 33), seems to be under-crewed in Mini-Series (Pilots doing repair work, only one deck crew, members of said deck crew forming most of an "away mission" (Kobol's Last Gleaming, etc)) and still carries 2,000+ people aboard (Tyrol, Mini-Series)

Colonial One-Length 277 feet, it was a civilian liner, absolutely no modifications such as defensive systems at all (Sci-fi.com), only modification were offices on the upper deck and converting the cargo deck to living quarters for 500 people

Nothing on next two ships, they're generics.

Astral Queen (Prison Barge)-carries 500 prisoners in Mini-Series but later said to carry 1,500 (Bastille Day)

I've got nothing on the Rising Star

I've got nothing on the Refinary ship but it is probably comparable in size to the Mining Ship (2,600 feet)

Nothing yet on the Tanker either

Raider-Length 29.34 feet, carries at least ten missiles in two launchers (2 Raiders destroy a twenty ship squadron of Mk. VIIs in the Mini-Series also a Raider later launched four nukes out of just one of its launchers at the Galactica), there is no crew on the Raiders (Mini-Series), they are Biomechanical and seem to be as intelligent as Cylon Centurions (You Can't Go Home Again), I would assume there is no cargo capacity either, also they seem to need to re-arm and re-fuel frequently (Hand of God)

Basestar-Length 5,100 feet, carries at least 250 Raiders in the "spines" alone (Sci-fi.com), carries many missile launchers, these don't seem to be nuclear (Final battle in Mini-Series) but they probably can fire them, I think there is about 24, four per spine

I think that's it for the ships. Overall they seem to be pretty good though, I'm just a stickler for accuracy. For FolcoTook, Starbuck drove a Hummer (in black) and US Army 5-Ton trucks are visible in flashbacks about Zak Adama in Act of Contrition. We've also seen several modern firearms in BSG so far, P-90s carried by Galactica Marines and Security in season 1, L85s, UMPs (I think), Skorpions (duel-wielded by Starbuck), and a member of the Uzi family in Resistance, and finally a pair of HK VP70s carried by Zarek's compatriate in Home pt. II. There are many I forgot (must find screen shots of Resistance) but I think I got a lot of the major ones. I wrote up stats for the sidearm carried by Colonial forces. It seems to do about the same damage as a medium caliber pistol but mounts a second barrel to fire explosive rounds, imagine it like the Le May pistol of the Civil War. I made the damage about the same as the 20mm grenade fired by the OICW. Here's the pistol

Colonial Sidearm
Type: Double-Action Autoloader Pistol with attached Explosive Round Launcher
Damage: 2d6/3d6 (Br 5 ft)
Critical: 20
Damage Type: Ballistic/Slashing
Range Increment: 40 ft/30 ft
ROF: S/Single
Magazine: 20 box/1
Purchase DC: 18
Size: Med
Weight: 2 lb.
Restriction: Mil

Keep up the good work!

EDIT: The civilian pistols in Home pt. II are silver 4-barreled Pepperboxes, another guy there draws a M1911 .45. The VP70 is what Boomer shot herself in Kobol's Last Gleaming pt. I
Thanks!
I will update the stats to reflect these details when I get a chance... probably Thursday night or Friday during the day.
I really appreciate the feedback and constructive criticism!
Nice work, very nice work wolf. Hats off to you mate.

Keep it up.
I'm posting these two characters here, if you want me to continue posting them here I will, if not I'll just post them on the Sci-Fi board. I'll probably use the Viper Pilot (and a modified version for Raptors) and Officer after I get a chance to really look at them. If I adopt the Viper Pilot, I'll update Starbuck's stats.

Lt. Kara "Starbuck" Thrace: female Fast Hero 4/Dogfighter 8;
CR 12; medium human; HD 12d8+12; hp 108; Mas 12;
Init +4 (+4 Dex); Spd 30 ft.; Def 25, touch 23, flat-footed 21; BAB
+9; Grp +12; Atk +14/+8 melee (1d8+3, unarmed) or +13/+6 ranged (2d6,
Sidearm); Space/Reach 5 ft./5 ft.;
AP 12; Rep +7; SV Fort +7, Ref +12, Will +4; Str 16, Dex 18, Con 12, Int 13, Wis 12, Cha 14.
Starting Occupation: Adventurer (Pilot and Intimidate are class skills).
Skills and Feats: Bluff +12, Drive +12, Escape Artist +9, Gamble +15, Intimidate +10, Knowledge (streetwise) +11, Navigate +11, Pilot +20, Sense Motive +6, Sleight of Hand +8 Survival +6;
Action Boost, Brawl, Confident, Improved Brawl, Light Armor Proficiency, Personal Firearms Proficiency, Point Blank Shot, Spacer, Starship Battle Run, Starship Dodge, Starship Gunnery, Starship Mobility, Starship Operation (Ultralight).
Special Abilities: Defender of the Universe, Evasion, Keep it together, To the Max!, Shake, rattle, and roll, Uncanny Dodge 1.
Possessions: Flight Suit and Helmet, Colonial Sidearm, spare magazine (loaded), Survival Kit, various personal belongings.


Lt. JG. Karl C. "Helo" Agathon: male Smart Hero 2/Dedicated Hero 3;
CR 5; medium human; HD 5d6+10; hp 40; Mas 14;
Init +0 (+0 Dex); Spd 30 ft.; Def 15, touch 13, flat-footed 15; BAB
+3; Grp +5; Atk +5 melee (1d4+2, unarmed) or +3 ranged (2d6,
Sidearm); Space/Reach 5 ft./5 ft.;
AP 12; Rep +7; SV Fort +4, Ref +1, Will +6; Str 15, Dex 10, Con 14,
Int 16, Wis 14, Cha 11.
Starting Occupation: Military (Navigate and Survival are class skills).
Skills and Feats: Computer Use +16, Demolitions +9, Disable Device +9, Gamble +7, Investigate +8, Knowledge
(Caprica) +6, Listen +9, Navigate +11, Repair +8, Research +5, Search +6, Sense Motive +7, Spot +9, Survival
+10, Treat Injury +10;
Brawl, Light Armor Proficiency, Personal Firearms Proficiency, Combat Expertise, Weapon Focus (Col. Sidearm),
Simple Weapon Proficiency
Special Abilities: Savant (Computer Use), Skill Emphasis (Computer Use), Aware.
Possessions: Flight Suit and Helmet, Colonial Sidearm, spare magazines (loaded), Survival Kit, various
personal belongings.
Colonial Sidearm
Type: Double-Action Autoloader Pistol with attached Explosive Round Launcher
Damage: 2d6/3d6 (Br 5 ft)
Critical: 20
Damage Type: Ballistic/Slashing
Range Increment: 40 ft/30 ft
ROF: S/Single
Magazine: 20 box/1
Purchase DC: 18
Size: Med
Weight: 2 lb.
Restriction: Mil

Keep up the good work!

I'm pretty sure that Apollo mentions that the colonial sidearm is a 9mm pistol, since this is what Boomer shot Commander Adama with during the seasonal finale. Also, has anybody seen episode 7 of season 2? Starbuck mentions a disturbing line: The 13th tribe could see their 12 brothers from earth after leaving Kobol. I have this strange feeling that when the series finally ends, the refugee fleet is going to find a fully populated home world, and the cylons are going to be really grumpy.
I'm posting these two characters here, if you want me to continue posting them here I will, if not I'll just post them on the Sci-Fi board. I'll probably use the Viper Pilot (and a modified version for Raptors) and Officer after I get a chance to really look at them. If I adopt the Viper Pilot, I'll update Starbuck's stats.

By all means please continue to post characters here. I'll copy them into the main body of the first post once you are satisfied with them. And I haven't forgotten about updating that starships, I will do it as time permits.
Here are the basics you need to run a Battlestar Galactica campaign setting:
2 advanced classes (Starship Officer and Viper Pilot), 5 models of Cylons (Infiltrator, Warrior, Raider, Heavy Raider and Basestar) and 4 Colonial starships (Viper Mk II, Viper Mk VII, Raptor and Battlestar). The setting is PL 6 except for the Jump Engine which is PL 9 and the personal scale weapons which are PL 5. This post contains only the game mechanics needed to run a BSG campaign. For more background information and general "fluff" go to wikipedia.com and do a search for Battlestar Galactica. I would post it here myself, but I don't want to accidentally (or intentionally) violate any copyright laws.

I think that, since info on BSG is pretty much "out there" by the lots, it wouldn't be a copyright infringement to add some fluff. Especially if you keep it down to what is already out there (like in Wiki). Now, I wouldn't be able to tell you if you went and grabbed it from the SciFi Channel site, but anywhere else I think it's right.
YAY I love the new battle star. It has EDGE!
Howdy folks!
just a post to let you know that I updated the starship stats to add the Details the Talos provided. I also added the Colonial sidearm that Talos Statted up. Thanks Talos!
Marcoasalazarm, You might be right, but I don't want to chance it. Besides, that's an AWFUL lot of information to cram into a post... I think I'm pushing the limit of what people will read with just the crunchy stuff.
Here's another one, Tyrol. Also, I corrected a line in Helo that was wrong. More tomorrow, maybe a politican and an assistant...


Chief Petty Officer Galen Tyrol: male Smart Hero 3/Engineer 3;
CR 6; medium human; HD 6d6+12; hp 51; Mas 14;
Init +0 (+0 Dex); Spd 30 ft.; Def 12, touch 12, flat-footed 12; BAB
+3; Grp +7; Atk +7 melee (1d4+2, unarmed) or 5 ranged (2d6,
Sidearm); Space/Reach 5 ft./5 ft.;
AP 9; Rep +.; SV Fort +5, Ref +3, Will +3; Str 15, Dex 10, Con 14,
Int 16, Wis 11, Cha 11.
Starting Occupation: Technician (Craft (Mechanical), Craft (Electronic) and Repair are class skills).
Skills and Feats: Computer Use +11, Craft (Mechanical) +15, Craft (Electronic) +15, Demolitions +14,
Disable Device +11, Drive +3, Intimidate +4, Investigate +7, Knowledge (Technology) +12, Knowledge (Starships)
+7, Navigate +5, Repair +15, Search +10, Spot +2, Survival +3, Treat Injury +4;
Builder, Gearhead, Salvage, Toughness, Cautious, Simple Weapon Proficiency, Personal Firearms Proficiency, Mastercrafter.
Special Abilities: Savant(Repair), Improve Kit +1, Quick Craft, Superior Repair
Possessions: Colonial Sidearm, spare magazines (loaded), various personal belongings.
You wouldn't mean President Roslyn, right?

Just for the hell of it (really, man) could you stat Tom Zarek one of these days? I'm always one for nasty sly convicts.
Yes and Yes. I'll do Zarek with the other one or two I plan to do tomorrow.
I think certain Cylons might take umbrage about not getting a constitution score, especially the Infiltrator series as they consider themselves to be humanity's children. I think the Infiltrator seems to be the exception to the rule about constructs since they are able to crossbreed with humans and bear children as the last episode bore out. You did a great deal of work however and I appreciate it.

I think the Traveller 2300 game has some good rules for star system generation, as planets with life on them seem to rarely occur in this series, and that system rarely produces planets with life on them. The important thing is to roll the system first and if a planet of the right size happens to fall within the lifezone of the star, and has the right rate of spin, the right tilt, and hasn't become an ice ball or a runaway greenhouse planet, then that planet has a chance for life. Of the planets that have life on them, 9 out of 10 will be the simple single celled variety in an atmosphere which may not have sufficient oxygen to support human respiration. The 10th chance out of 10 will have a Garden World with a complex ecosystem of its own, there is perhaps a 65% chance that the ecosystem will be alien, and a 35% chance that it will be a Kobol/Terran type of eco system. Basically the the plants and animals will be of familiar varieties, such as dogs, birds deer and so forth, basically that planet may be considered an incomplete colony or a failed colony that was established on the way to developing the 13 colonial worlds of which Earth was lost in the midst of time. There may be some humans on the Kobol-type worlds, but their progress level is typically to low to be of any assistance to the Battlestar fleet or their numbers are too few, or sometimes a plague has decimated the population and their may be ruins that explorers can sift through.
Talos, thank you so much for statting the NPCs, they are not really my strong suit.

Tom does Traveller T20 have an SRD or anything? Specifically are the star system generation rules you mentioned OGC?
Talos, thank you so much for statting the NPCs, they are not really my strong suit.

Tom does Traveller T20 have an SRD or anything? Specifically are the star system generation rules you mentioned OGC?

Actually system generation rules are completely independent of any gaming system as planets don't have hit points or armor class or anything else, they just have physical descriptions.

To give you an idea, here is the checklist:

STAR SYSTEM CHECK LIST
1. Select Star from Near Star Map. (there is a map showing stars within 50 light years of the Sun, For a Battlestar Galactica Campaign, you wouldn't use it until you get close to Earth.)
A. Determine data from Near Star List. (You can roll this up randomly keeping in mind that 80% of all stars are red dwarfs that aren't suitable for life bearing worlds. The Galactica Fleet would probably pass these over unless they needed to refuel or something.)
1) Spectral Type and Size (Stars which may have suitable worlds for human colonization are types K, G, and F and always size V which are main sequence stars. If you don't get a result such as that don't waste your time filling out the rest of the system unless the Galactica fleet has some other reason to linger there.)
2) Magnitude. (determines luminosity of the star and the lifezone of the star. If no planets are in the lifezone you can stop there.)
3) XYZ Coordinates. (You can do coordinates relative to Kobol or Caprica or even the Battlestar Galactica, just roll them up randomly, typically you can count on their being 3d6 star systems within 10 light years of the Fleet at any given moment. Roll a d10 for each coordinate and a d2 to determine whether that coordinate is + or - )
B. Determine data from charts.
1) Radius (Stellar Radius Chart).
2) Mass (Stellar Mass Chart).
3) Luminocity (Stellar Luminocity Chart)
a. Alternative: Convert Magnitude to Luminocity.
4) Effective Temperature (Stellar Effective Temperature Chart).
Hmm well I know that Traveller T20 has a specific set of starsystem generation rules and I was wondering if those were available... The star system generation rules from D20 Future aren't the greatest for this sort of campaign. They just don't provide enough detail.
STAR SYSTEM CHECK LIST continued
2. Orbital Information
A. Locate Companion Star Orbits. (Stellar Companion Radii Table). (Unless the companion star is greater than 3 times the outer limit of the primary's life zone, you can forget about the rest and go on to the next star system. Om the other hand you might want to eliminate all binary systems from consideration, unless the companion is 1/10th of a light year out.
B. Orbit restrictions (such as companion stars)
1) Companion restrictions (companion restrictions Note.)
2) Untenable orbits (Usually due to companion stars, or giant stellar radii which should't be considered in any case. If its not a size V star forget it.)
3) Orbital Zones (Orbital Zone table)
C. Existing Orbits.
1) allowed Orbits (Allowed Orbits Table)
2) Innermost Orbit (Initial Orbit Table).
3)Subsequent Orbits (Subsequent orbits table). Bode's Law
(Now if none of the existing orbits are in the Star's life zone stop right there,)
3. World Data.
A. Basic Data
1) World Core Type (All Inner and Life zone planets have rocly cores and world diameters range from 1,000 to 30,000 km, or 1,000 miles to 20,000 miles if you prefer.)
2) World Size (See above)
3) World Density (world Density Table)
B. Computed Data.
1) Mass (World Mass Table)
2) Surface Gravity (World Gravity Table)
3) Eacape Velocity (Gravity to escape Velocity Conversion Table).
C. Atmosphere Data.
1) Minimum Retained Molecular Weight. (Retained Molecular Weight Table)
2) Atmospheric Pressure (Atmospheric Pressure Table and Atmospheric Pressure Condensed Table.)
D. World Type Data.
1)World Type (World Type and Garden World Table) [i]If its not a Garden World don't bother. Garden Worlds come in 4 types: Pre-Garden, Glacier, Garden, and Post Garden. Only Garden Worlds and possibly Post-Garden, and glacier worlds may have life complex enough to support humans.
2) Water Presence (At least 10% water coverage)
3)Average temperature [i]must be temperate-cold, temperate, or temperate-hot.
4) Atmospheric Oxygen Levels (Atmospheric Oxygen Table). must be within 0.40 atm and 0.05 atm to be breathable by humans.

If you get this far, you have a habitable planet which may have humans on it. Life beraing planets are very rare in the BSG universe, so you have to go through the above hurdles, no exceptions, in order to have one.
Also, has anybody seen episode 7 of season 2? Starbuck mentions a disturbing line: The 13th tribe could see their 12 brothers from earth after leaving Kobol. I have this strange feeling that when the series finally ends, the refugee fleet is going to find a fully populated home world, and the cylons are going to be really grumpy.

I saw that episode, and caught that too. So, hopefully, no more repeat of that stupid Galatica 1980 ish series... gods that sucked.

I'm expecting one of two things...

1) The 13th tribe are the Cylons... it's where they got the idea for the hybrids...

2) Earth is really well off... and the final conflict will be swift. (Assuming the series writers decide to take it out on a high note and go out with a bang and a happy ending... )
Or just an extremely loud bang (well, they ARE aiming for darker).
I saw that episode, and caught that too. So, hopefully, no more repeat of that stupid Galatica 1980 ish series... gods that sucked.

I'm expecting one of two things...

1) The 13th tribe are the Cylons... it's where they got the idea for the hybrids...

2) Earth is really well off... and the final conflict will be swift. (Assuming the series writers decide to take it out on a high note and go out with a bang and a happy ending... )

1) The Cylons clearly are not the 13th tribe as they were built by humans.

2) The main problem with Galactica 1980 is the sudden adoption of UFOish technology for the sole purpose of deceiving Earthlings, such technology was inconsistant with technology they previously had when dealing with the Cylons. I'm totally against turning the Galactica fleet into "UFO aliens" I don't want to see them building "flying saucers", I don't want to see them developing "cloaking devices", and I don't want any "Men In Black" Gear for wiping minds and so forth. No X-Files Stuff either.

If the Galactica fleet is going to finally encounter Earth, then it should be out in the open, such as in the V series. In other words when the Fleet encounters Earth, Earth also encounters the Fleet and perhaps the Cylons as well. Naturally when the two societies encounter each other there is going to be changes in society going in both direction. Introducing the "sneaky UFO alien" gambit is just a way of avoiding the issue. The thing is, the Earthlings may have some time, if the Galacticans manage to pull far enough away from the cylons.
Battlestar Galactica
The Galaxy
I’m assuming the Galaxy is our own Milky Way, a spiral of stars that is 100,000 light years wide. Within that spiral is a region of space that forms a cube 19 light years on a side. This region has an unusually high frequency of G-class stars, 12 of them, they are Caprica G0V(0,-3,-2), Aquaria F9 V(8,6,4), Pisces F9 V(0, -7, -1), Aries G1 V(8, -4, -3), Taura G5 V(0, -7, -4), Geminon G5 V(0,0,-4), Cancia G0 V(8, 6, -6), Leus G1 V(9, 8, -2), Virganon G0 V(6, 4, 3), Libria F9 V(-8, -5, -3), Scorpia G2 V(0, -9, -9), and Sagitaria G6 V(0, 7, -5).

The Galactica Fleet makes its first jump of 19 light years and enters a new region with 3d6 (13) stars, they are numbered for identification.
We determine their types with the following table and plot their coordinates with 3 d10s and 3 d4s with results of 1 and 2 on the d4s counting as negative and the d10s being the distance from the center along the axis either positive or negative as determined by the d4 results.

1d100
1-79 M(d10) V
80 O(d10) V
81 B(d10) V
82 A(d10) V
83-86 F(d10) V
87-90 G(d10) V
91-94 K(d10) V
95-00 non-main sequence star

Non-main sequence stars
1d20
1 Black hole
2 Neutron Star
3-13 White dwarf
14-15 Black dwarf
16-17 Giant type IV
18 Giant type III
19 Supergiant Type II
20 Supergiant Type I

Giant or supergiant types
1d20
1 O(d10)
2 B(d10)
3 A(d10)
4-7 F(d10)
8-11 G(d10)
12-15 K(d10)
16-20 M(d10)

1 G1 IV(6, 5, -4), 2 G1 V(8, 3, -1), 3 M1 V(-8. -5, -2), 4 G7 V(9, 6, -3), 5 F1 V(9, -5, -3), 6 M3 V(0, -5, -1), 7 M5 V(8, -4, -2), 8 M2 V(7, 5, -4), 9 M2 V(9, 7, -1), 10 M5 V(0, -9, -8), 11 M7 V(8, 4, -2), 12 M7 V(4, 2, -1), 13 M8 V(7, 6, -1).

The candidates for further system development are: 2 G1 V(8, 3, -1), 4 G7 V(9, 6, -3), and 5 F1 V(9, -5, -3).
And here are a few more regions generated from the above table:

Region 2 (2nd Episode): 9 Stars

1 M8 V(5, 3, -1), 2 M4 V(8, 5, -1), 3 M9 V(0, 7, -2), 4 M3 V(-8, -7, -6), 5 G4 V(8, -5, -4), 6 M4 V(9, 2, 2), 7 M6 V(8, -8, -1), 8 M3 V(8, -5, -2), 9 M4 V(5, -4, -4)

The candidates for further system development are: 5 G4 V(8, -5, -4).

Region 3 (3rd Episode): 12 Stars

1 M7 V(9, 7, -1), 2 black dwarf (7, -5, -3), 3 G8 V(0, 4, -1), 4 M7 V(3, 2, -2), 5 M1 V(6, -5, -1), 6 M0 V(9, 6, -6), 7 M2 V(4, 2, 1), 8 M9 V(9, -7, -5), 9 M4 V(6, -5, -1), 10 M0 V(8, 7, -6), 11 M8 V(9, -9, -8), 12 A1 III(5, -4, -3).
Wow!
That's quite a system. Based on some of your other posts, I am guessing that its scientifically accurate. (I know you are a stickler for that). :D

However, If you saw Season 2 Episode 7 you might have heard them say that each ofh the colonies is located in the constellation for which it is named (as seen from Earth). This statement has several implications... first that Kobol had contact with the colonies for some time before it was destroyed and or before earth was "lost". Second, Since the constellations form a ring centered around our own solar system, so must the 12 colonies. Third, the 12 colonies must be hundreds if not thousands of light years apart.
Last, the "Earth" that BSG referes to might not be the same planet that WE refer to... infact, if the 12 colonies spread out from a single central location (ie Kobol), there is a strong possibility that Kobol is actually our very own Earth, and that the 13th colony is a completely different planet somewhere else... In fact there is actually a 13th sign of the zodiac called Ophiuchus, and If Kobol is actually Earth, then the Earth that the Colonial survivors are looking for is probably located in that constellation....
Unfortunately that is all speculation so we'll never really know.
Actually, the episode said that the 13th tribe could see the patterns of their brothers, eg the constellations. Besides, if they were the colonies, they would be too widespread to function as a scociety.

Anyway, on a completely unrelated note, here are some NPCs. They are the terrorist turned politician Tom Zarek and his fan (until Bastille Day at least), President Roslin's assistant, Billy Keikeya. Roslin will follow after I write a paper for college tomorrow.

Tom Zarek: male Charismatic Hero 7/Dedicated Hero 5;
CR 12; medium human; HD 12d6+24; hp 96; Mas 14;
Init +0 (+0 Dex); Spd 30 ft.; Def 19, touch 19, flat-footed 19; BAB
+8; Grp +10; Atk +12/+7 melee (1d6+2, unarmed) or +10/+5 ranged (2d6,
Pistol); Space/Reach 5 ft./5 ft.;
AP 8; Rep +7; SV Fort +7, Ref +12, Will +6; Str 14, Dex 11, Con 14,
Int 17, Wis 15, Cha 18.
Starting Occupation: Academic (Knowledge (Civics), Knowledge (Tactics), and Craft (Writing) are class skills).
Skills and Feats: Bluff +20, Craft (Writing) +18, Diplomacy +23, Gamble +11,
Gather Information +13, Intimidate +12, Investigate +10, Knowledge (Tactics) +18, Knowledge (Civics) +18, Listen +9, Sense Motive +16, Spot +10, Survival +7, Treat Injury +9;
Alertness, Brawl, Combat Expertise, Confident, Deceptive, Iron Will, Personal Weapon Proficiency, Point Blank Shot, Renown, Simple Weapon Proficiency, Trustworthy, Weapon Focus (Pistol).
Special Abilities: Charm, Captivate, Fast-Talk, Dazzle, Skill Emphasis (Diplomacy), Aware, Cool Under Pressure.
Possessions: Various Personal Possessions, 9mm Pistol, 50 rounds of 9mm ammo.


Billy Keikeya: male Dedicated Hero 3;
CR 3; medium human; HD 3d6; hp 18; Mas 10;
Init +1 (+1 Dex); Spd 30 ft.; Def 13, touch 13, flat-footed 12; BAB
+2; Grp +2; Atk +2 melee (1d4, unarmed) or -1 ranged (2d6,
Pistol); Space/Reach 5 ft./5 ft.;
AP 6; Rep +1; SV Fort +2, Ref +2, Will +5; Str 11, Dex 12, Con 10,
In6 17, Wis 16, Cha 12.
Starting Occupation: Student (Knowledge (Civics), Knowledge (History), and Research are class skills).
Skills and Feats: Bluff +4, Computer Use +6, Diplomacy +6, Gather Information +6, Investigate +8, Knowledge (Civics) +15, Knowledge (Current Events) +11, Knowledge (History) +10, Listen +6, Research +11, Sense Motive +11;
Attentive, Educated (Civics, Current Events), Studious, Trustworthy.
Special Abilities: Empathy, Skill Emphasis (Knowledge (Civics).
Possessions: various personal belongings.
Thanks Talos!
I have added them to the first post. Good luck on your paper! :D
While were on the subject of Tom Zarek who's supposedly a terrorist, have you started work on Baltar yet? Tom Zarek was supposedly the catelist that propelled Baltar into the Vice Presidency. You suppose Baltar might arrange for the President to have an "Unfortunate accident" so that he might become President? Perhaps he'll assume the mantle of Baltar from the previous Battlestar Galactica series and become a true villain. (with the light shinning upwards in to his face to make him look evil and all that: Just kidding of course)
Well the Presidents suffering from Cancer, but what if she should be cured or get better? That might frusterate Baltar's plans quite a bit, not that Baltar has any plans by himself, but that voice in his head might have some.
I don't thin Guias baltar has any plans. I think right now hes pretty spineless and overwhelemed.

There should be some sort of internal conflict. The last episode I saw number six told him that she was an angle coming to guide him.
"to what end" he asked.
To the destruction of humanity, she replied or there abouts. That is a paraphrase. But I don't really expect anything special from the guy except trying to survive.

Now Tom zarek that guy is just power crazy.
Here's how far I got on my planetary system generator.

Battlestar Galactica

1d100
1-40 M(d10) VI
41-79 M(d10) V
80-84 K(d10) V
85-87 G(d10) V
88-90 F(d10) V
91-92 A(d10) V
93 B(d10) V
94 O(d10) V
95-100 non-main sequence star

Non-main sequence stars
1d20
1 Black hole
2 Neutron Star
3-13 White dwarf
14 Black dwarf
15-16 Giant type IV
17 Giant type III
18 Supergiant Type II
19 Supergiant Type Ia
20 Supergiant Type 1b

Giant or supergiant types
1d20
1 O(d10)
2 B(d10)
3 A(d10)
4-7 F(d10)
8-11 G(d10)
12-15 K(d10)
16-20 M(d10)

Region 0
Caprica G0V(0,-3,-2), Aquaria F9 V(8,6,4), Pisces F9 V(0, -7, -1), Aries G1 V(8, -4, -3), Taura G5 V(0, -7, -4), Geminon G5 V(0,0,-4), Cancia G0 V(8, 6, -6), Leus G1 V(9, 8, -2), Virganon G0 V(6, 4, 3), Libria F9 V(-8, -5, -3), Scorpia G2 V(0, -9, -9), and Sagitaria G6 V(0, 7, -5).

The Galactica Fleet makes its first jump of 20 light years and enters a new region with 3d6 (13) stars, they are numbered for identification.
We determine their types with the following table and plot their coordinates with 3 d10s and 3 d4s with results of 1 and 2 on the d4s counting as negative and the d10s being the distance from the center along the axis either positive or negative as determined by the d4 results.

1 G1 IV(6, 5, -4), 2 G1 V(8, 3, -1), 3 M1 V(-8. -5, -2), 4 G7 V(9, 6, -3), 5 F1 V(9, -5, -3), 6 M3 V(0, -5, -1), 7 M5 V(8, -4, -2), 8 M2 V(7, 5, -4), 9 M2 V(9, 7, -1), 10 M5 V(0, -9, -8), 11 M7 V(8, 4, -2), 12 M7 V(4, 2, -1), 13 M8 V(7, 6, -1).

The candidates for further system development are: 2 G1 V(8, 3, -1), 4 G7 V(9, 6, -3), and 5 F1 V(9, -5, -3).


Region 2 (2nd Episode): 9 Stars

1 M8 V(5, 3, -1), 2 M4 V(8, 5, -1), 3 M9 V(0, 7, -2), 4 M3 V(-8, -7, -6), 5 G4 V(8, -5, -4), 6 M4 V(9, 2, 2), 7 M6 V(8, -8, -1), 8 M3 V(8, -5, -2), 9 M4 V(5, -4, -4)

The candidates for further system development are: 5 G4 V(8, -5, -4).

Region 3 (3rd Episode): 12 Stars

1 M7 V(9, 7, -1), 2 black dwarf (7, -5, -3), 3 G8 V(0, 4, -1), 4 M7 V(3, 2, -2), 5 M1 V(6, -5, -1), 6 M0 V(9, 6, -6), 7 M2 V(4, 2, 1), 8 M9 V(9, -7, -5), 9 M4 V(6, -5, -1), 10 M0 V(8, 7, -6), 11 M8 V(9, -9, -8), 12 A1 III(5, -4, -3).

[b]The candidates for further system development are: 3 G8 V(0, 4, -1)

Region 4 (4th Episode): 14 Stars
1 M7 VI (6, -5, -5), 2 M4 V (3, 3, -1), 3 M0 VI (-4, -2, -1), 4 Black dwarf (7, 6, 3), 5 M0 V (7, -3, -2), 6 M7 Vi (-7, -4, -2), 7 K0 V (8, 7, -1), 8 M9 VI (5, -5, -2), 9 M9 V (6, 6, -4), 10 M8 V (7, -6, -1), 11 M8 VI (7, 5, -5), 12 O4 Ib (3, 3, -1), 13 M9 V (5, -4, -4), 14 M0 V (-9, -5, -3).

[b]The candidates for further system development are: 7 K0 V (8, 7, -1).


Region 5 (5th Episode): 10 Stars
1 M9 V (6, -6, -3), 2 M0 V (9, 5, -1), 3 M8 VI (4, 2, -2), 4 M0 VI (6, -5, -3), 5 M0 V (7, -3, -1), 6 M9 V (3, -2, -1), 7 M0 VI (5, 5, 2), 8 M0 VI (4, -3, -1), 9 M9 V (6, -4, -4), 10 M7 VI (6, -2, -1).

The candidates for further system development are: None.


Region 6 (6th Episode): 8 Stars
1 M9 V (4, 3, -2), 2 M7 VI (-7, -4, -3), 3 M0 VI (-5, -5, -4), 4 B0 V (7, 3, -1), 5 M8 V (7, 5, 1), 6 M7 V (3, -3, -1), 7 M7 V (7, -5, -3), 8 M0 V (6, -5, -1).

The candidates for further system development are: None.


Region 7 (7th Episode): 10 Stars
1 M7 V (7, 3, -2), 2 M0 V (8, -3, -2), 3 M7 V (6, -5, -4), 4 M9 VI (8, -5, -4), 5 M9 V (7, -6, -1), 6 M8 V (3, -2, -1), 7 M0 VI (9, -4, -3), 8 K8 V (8, 5, -1), 9 M0 VI (9, 5, -2), 10 M0 VI (8, -3, -2).

The candidates for further system development are: 8 K8 V (8, 5, -1).


Region 8 (8th Episode): 5 Stars
1 M8 VI (8, 5, -4), 2 M0 V (4, 4, 2), 3 M9 V (5, 3, 3), 4 M0 VI (7, 6, -3), 5 M0 V (2, -1, -1),

The candidates for further system development are: None.


Region 9 (9th Episode): 8 Stars
1 M0 V (8, 1, -1), 2 M9 V (4, -1, -1), 3 M0 VI (9, 5, -1), 4 M9 VI (6, 4, -4), 5 M7 VI (5, -3, -3), 6 M0 VI (8, 7, -3), 7 M9 VI (-7, -6, -5), 8 M0 V (9, 8, 1),

The candidates for further system development are: None.

Region 10 (10th Episode): 8 Stars
1 G0 V (9, 5, -1), 2 M0 V (8, 2, -1), 3 M9 VI (6,3,3), 4 M0 V (8, -8, -5), 5 F9 V (7, 2, -1), 6 M8 V (6, 6, 3), 7 M8 V (7, 2, -2), 8 K9 IV (6, -3, -1).

The candidates for further system development are: 1 G0 V (9, 5, -1), and 5 F9 V (7, 2, -1).

Total candidates for further system development in the last 10 regions are: Region 1 2 G1 V(8, 3, -1), 4 G7 V(9, 6, -3), and 5 F1 V(9, -5, -3), Region 2 5 G4 V(8, -5, -4), Region 3 3 G8 V(0, 4, -1), Region 4 7 K0 V (8, 7, -1), Region 7 8 K8 V (8, 5, -1), Region 10 1 G0 V (9, 5, -1), and 5 F9 V (7, 2, -1).
The next step is to determine which ones are multiple star systems

D100
1-50 Single
51-75 Binary
76-87 Trinary
89-94 four stars
95-97 five stars
98-99 six stars
0 seven stars.

Find the number below that corresponds to the primary star and role d100 and subtract that number from the maximum number of the range corresponsing to the primary
1d100
-18 and less Brown dwarf
-17 to -16 black hole
-15 to -10 neutron star
-9 to 0 White Dwarf
1-40 M(d10) VI
41-79 M(d10) V
80-84 K(d10) V
85-87 G(d10) V
88-90 F(d10) V
91-92 A(d10) V
93 B(d10) V
94 O(d10) V
95-100 non-main sequence star

Region 1
2 G1 V(8, 3, -1)-Trinary- M3 V, M7 VI
4 G7 V(9, 6, -3)-Binary- M2 V
5 F1 V(9, -5, -3)-Single
Region 2
5 G4 V(8, -5, -4)-Binary- M9 V
Region 3
3 G8 V(0, 4, -1)-Trinary- M7 VI, M4 VI
Region 4
7 K0 V (8, 7, -1)-Single
Region 7
8 K8 V (8, 5, -1)-Single
Region 10
1 G0 V (9, 5, -1)-Single
5 F9 V (7, 2, -1)-Binary- M4 VI

The total candidates for further system development are :
Region 1 5 F1 V(9, -5, -3), Luminosity 8.1, Life zone (au) 2.07, 2.86, 4.15
Initial orbit 0.5 au, 2nd orbit 0.8, 3rd orbit 1.28, 4th orbit 2.04, 5th orbit 3.27, 6th orbit 5.24
Region 4 7 K0 V (8, 7, -1), Luminosity 0.42, Life zone (au) 0.46, 0.63, 0.92
Initial orbit 0.9 au, 2nd 2.3 au
Region 10 1 G0 V (9, 5, -1), Luminosity 1.21, Life zone (au) 0.79, 1.10, 1.59
Initial orbit 0.8 au, 2nd 1.2 au, 3rd 1.8 au

The orbits bolded are the ones within the life zone.
Now we’ll do the planets within each orbit.

Planet diameter
1d20
1,000 miles
2,000 miles
3,000 miles
4,000 miles
5,000 miles
6,000 miles
7,000 miles
8,000 miles
9,000 miles
10,000 miles
11,000 miles (10% chance gas giant if outside lifezone)
12,000 miles (20% chance gas giant if outside lifezone)
13,000 miles (30% chance gas giant if outside lifezone)
14,000 miles (40% chance gas giant if outside lifezone)
15,000 miles (50% chance gas giant if outside lifezone)
16,000 miles (60% chance gas giant if outside lifezone; 10% if inside lifezone)
17,000 miles (70% chance gas giant if outside lifezone; 20% if inside lifezone)
18,000 miles (80% chance gas giant if outside lifezone, 30% if inside lifezone)
19,000 miles (90% chance gas giant if outside lifezone; 40% if inside lifezone)
20,000 miles (100% chance gas giant if outside lifezone; 50% if inside lifezone)

Gas giant diameter
1d20
10,000 miles + 10,000 miles
20,000 miles
30,000 miles
40,000 miles
50,000 miles
60,000 miles
70,000 miles
80,000 miles
90,000 miles
100,000 miles
110,000 miles
120,000 miles
130,000 miles
140,000 miles
150,000 miles
160,000 miles
170,000 miles
180,000 miles
190,000 miles
200,000 miles

Region 1 5 F1 V(9, -5, -3), Luminosity 8.1, Life zone (au) 2.07, 2.86, 4.15
Initial orbit 0.5 au (2,000 miles), 2nd orbit 0.8 au (14,000 miles), 3rd orbit 1.28 au (15,000 miles), 4th orbit 2.04 (13,000 miles), 5th orbit 3.27 (9,000 miles), 6th orbit 5.24 (9,000 miles)

Region 4 7 K0 V (8, 7, -1), Luminosity 0.42, Life zone (au) 0.46, 0.63, 0.92
Initial orbit 0.9 au (20,000 miles gas giant), 2nd 2.3 au (7,000 miles)

Region 10 1 G0 V (9, 5, -1), Luminosity 1.21, Life zone (au) 0.79, 1.10, 1.59
Initial orbit 0.8 au (13,000 miles), 2nd 1.2 au (17,000 miles), 3rd 1.8 au (20,000 miles gas giant)
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