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==='''GAME NOTES'''=== Before getting to Pegasus' specifics, I would like to add some handy game rules for the ship. A while back, I wrote up another ship (Andromeda) that had no shields like in Star Wars D6, much like ships in Battlestar Galactica, but instead had several more realistic yet highly advanced defensive systems that helped it survive massive amounts of damage in engagements where it was continuously outnumbered. Some of these rules i came up with, I am adapting in BSG to explain how these ships rely on their sheer bulk and armor to soak damage when in the heat of battle. ===='''ARMOR'''==== *'''Ablative Armor''': The hull is designed to deflect incoming weapons fire away from it when it connects with the outer surface. Enemy shots lose 1D+2 of Fire Control to land a hit on this ship's hull. *'''Reactive Armor''': The hull is designed to 'react' to incoming hits when they connect, blowing specially designed panels of itself off to keep damage from scoring deep into the ship. When a damaging hit is scored against this ship, instead of taking what is rolled on the Starship Damage Chart, it can instead reduce it's Hull Dice by one 'pip' per category of damage rolled on the chart (1 for Light Damage; 2 for Heavily damaged; 1D for Severly Damaged; 1D+1 for Destroyed; +1 pip for every 5 rolled past Destroyed result). It can do this for a maximum of 1D+2, then takes damage as normal. '''NOTE''': The Pegasus, unlike the Galactica, has full armor across its hull and gets the full 1D+2 to these abilities, which are included to its already impressive 9D+2 Hull. With the Pegasus being so much larger than a standard model Imperial Star Destroyer, this hardiness is easily understood, as it needs something to rely on without shields and since its weapon systems have less range than those of the more powerful turbolasers Star Destroyers are armed with. ===='''NUCLEAR WARHEADS'''==== The Pegasus' missile launchers are nuclear-capable, though the exact amount she ever had was unknown. These are the most powerful weapons in the arsenals of most ships in Battlestar Galactica. Aside from packing major damage (10D!), they also have an adjustable blast radius (up to 0D/-1D/-2D/-3D) like grenades and other explosives, though the range is in space units (100m/space unit) instead of meters. They also have an EMP effect (electromagnetic pulse) that works like ion weaponry from the Star Wars setting. The rules for this work just like ion weapons do in the WEG Star Wars RPG rulebook, except that it's a blast radius affect. The nuclear blast damage is also adjustable and can have less blast radius AND/OR damage (to a minimum of 0D/-1D radius and/or 5D damage), and the EMP effect is twice the damage blast radius, with the damage's strength in dice (again, 0D/-1D/etc.). The ability to adjust the stats of these missiles is similar to current nuclear weapons technology, as they may be adjusted to take out a hardened target, while trying to preserve surrounding terrain or allied forces. Like using flak rounds in the KEWs, nukes may be fired first to destroy or weaken a target, then sending in fighter craft after the initial impact. ===='''KINETIC ENERGY WEAPONS''' (KEWs)==== These are the Pegasus' main weapons, powerful guns that use highly advanced technology to produce effects similar to older firearms and cannons, but with much more devestating effect befitting a large spacecraft like a battlestar. They can fire different forms of ammunition, such as high-explosive for penetration, or flak rounds for airbursting purposes like saturation fire to take out incoming fighters or cause havoc along the hulls of other capital ships. These guns come in two types; the main guns used for capital scale combat, and the lighter versions used against smaller craft. The Pegasus has been seen on multiple occassions using these weapons in tactical engagements, including saturation fire where it's guns choose a direction (fire arc) and saturate it with flak rounds. This is preferably used when enemy fighters are coming in from a specific direction. The sensor operators give firing solutions to the gunnery crews, who adjust their aim and open up with their guns. This makes the entire fire arc deadly to pass through, even to Pegasus' own fighters, who are ordered to steer clear from the affected area to either take out fighters that are not taken out by the saturation fire, or are engaging the enemy capital ship itself.<br />-Saturation Fire: A Sensors roll of the range Difficulty Level is needed, made before the guns fire. The weapons then open up on the desired fire arc with all guns, saturating the arc with flak rounds. Any space craft caught in the affected fire arc must roll against that range's Difficulty every round while they fly through it under fire. The Difficulty is Difficult at long range, Very Difficult at medium range, and Heroic at short range. Failure means they take fire and are hit (GM's discretion on how to work out damage!). ===='''HACKING IMMUNITY'''==== Unlike the original battlestars from the first Cylon War, the Mercury class and other vessels seemed to make more use of advanced computer technologies, including automation of any viable systems which allowed for a reduction in necessary crew needed to run the ship. Never the less, the Pegasus seemed immune to the Cylon's hacking abilities and was never affected by such during its brief tenure with the Colonial Fleet led by the Galactica, when it engaged the Cylons on numerous occassions, and reportedly did so before meeting with the fleet. The nagigational programming that was installed in the rest of the Colonial military had not yet been fully operational during the renewed Cylon attack, and after this was discovered to be the reason for the Cylon's complete defeat of the Twelve Colonies, it was promptly removed from all relevant systems. ===='''ELECTRONIC COUNTERMEASURES''' (ECM)==== The Pegasus has shown ECM capabilities, able to jam incoming missiles and other weapons systems, as well as their targeting systems, from successfully connecting with the ship. To use this, Sensors must be rolled against the attack rolls from enemy weaponry. The Sensors get their usual bonus dice for whatever range the ECM is being used at between the Pegasus and the attackers. If the Sensor rolls are higher than the attack rolls, the Pegasus is not hit by the attack(s).
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