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Battlestar Galactica

De Dioses y Cylons

Cargando editor
06/11/2008, 20:31
Director 2

LIFE HERE BEGAN OUT THERE

Growing up in the colonies, it’s easy to believe that we always lived there. The tribes settled over two thousand years ago and there’s been a lot of historysince: the trouble at the start and the wars between the worlds. A lot of information was lost with the dead. Too little time was spent recording the past. We let our roots slip away as we focused on other things and eventually it all became myth. The zealots regale you with stories of glorious Kobol. They speak of it like it’s the Promised Land. Ambrosia for all, they say! And most believe them. Kobol wasn’t just the home of the tribes, it was the home of the gods. Kobol was where it all started. It was the root of all culture, the forge of all technology, and the wellspring of every one of our eternal souls. It’s also where we learned to hate and kill each other.

The lords of Kobol

Our knowledge of Kobol is sketchy. The Sacred Scrolls tell us it was the cradle of human civilization, a world of endless fruit and fancy. Rolling hills and sweeping seas, the stuff of frakking legends! The heart of it all was the City of the Gods, where Zeus, Ares, Aphrodite, Hera, and the other gods lived in harmony with the tribes. The people enjoyed the finest in art and explored the limits of science. They built the famous Forum, Temple, and Opera House, which we tried to copy in Delphion Caprica. Did we succeed? Well, that’s one for the critics. Some people devoted themselves entirely to the gods and began calling themselves oracles. They became the spiritual leaders of the tribes and remain our spiritual leaders today. If you believe the scripture, the gods gifted the oracles with the power of prophecy and this led to the Sacred Scrolls. These were the collected writings of all the oracles, in particular Pythia, who wrote about the cycle of time. She foresaw a coming darkness and said that it would consume humanity over and over again. With each cycle, the people would be exiled or flee their home to be reborn elsewhere. That was 3,600 years ago and given what’s happened since, it’s hard to ignore the possibility that she was right. The first time of darkness came two thousand years ago when one of the Lords—no one’s really sure which—made a jealous play to rule the rest. At least that’s what we think happened; remember, our intel here is sketchy. This troublemaker called down a great blaze from the heavens and the other Lords were powerless against it. The next part, for once, is pretty well documented. To escape the onslaught, a number of Lords and a bunch of people boarded a vessel called the Galleon and fled into space. Hera, queen of the gods, was so overwhelmed by grief as she watched the Galleon leave that she threw herself from a high mountain. Zeus was enraged at her death and screamed to the heavens that any who returned to Kobol would pay a price in blood. How the folks aboard that ship heard Zeus’ words is just one of those things the oracles tell us we got to take on faith. However it was that they heard it, the tribes heeded the warning and never came back. They ventured into the deep black, in time finding twelve habitable worlds orbiting a single sun. If you’ve read your history, you know that didn’t work out so well....

The Twelve Colonies

The planets that the tribes settled eventually became the Twelve Colonies we know today. That didn’t happen without some rough patches though. Leaving Kobol so unexpectedly, the colonists brought little with them. Worse, their anger and confusion over the gods’ selfish conflict caused rifts. The people neglected, even rejected, their past and found ways to separate themselves rather than bind together. Hot and cold civil wars began and the colonists entered a dark age that stalled or reversed much of their progress. This continued for many hundreds of years. The resident Lords of Kobol, still riled up by the events at their home world, didn’t do much to help matters. Many actually fought and died in battle. Others turned their backs on their children, leaving them to their folly. Precious few tried to make peace. One way or another, by the time the wars ran their course, the gods no longer walked among the tribes. Getting humankind back on its feet was no picnic. There was no shortage of problems. Survivors were scattered and fearful of their neighbors. Tempers remained high, making it difficult for the colonies to work together. Much knowledge was lost in the fighting. Infrastructure was destroyed, or had never existed in the first place. Efforts on every front were stymied: agriculture, industry, research, rediscovery. In the end, the tribes got their act together and began to move forward. Open warfare and destruction waned, but that didn’t eliminate the conflict. Each of the Twelve Colonies developed their own identities and some were just better than others. Worlds flush with natural resources pulled ahead, seizing positions as the cultural leaders of the system. The fruitless worlds had it the worst, their peoples limited to menial labor and curtailed learning. To some people’s delight and other’s disgust, these roles stuck. Colonials were defined mostly by where they were born. Truth to tell, this sad state of affairs hasn’t changed much since. The peace also brought progress, though. Travel and communication between the worlds became easier. Industry and education took center stage.

Colonies traded resources, products, and services, and started defining value in the post-war era. A cross-planet colonial economy developed. The official currency of the Twelve Colonies, the cubit, was introduced. That could easily have gone badly, but somehow the leaders of the systems’ fledgling governments refrained from disputing the cost of potatoes over the barrels of their guns. It looked like things were finally settling down again. Some started saying that the whole cycle of time thing was behind us. The colonies turned their attention to space again. They built observatories and explored the edges of their new home. They built listening stations and pointed them up to see if anyone was talking, but the skies were silent. They built fleets of new ships to venture back out into the deep black. Yeah, there was a point—mind you, it was brief where it looked like it the colonies would build a lasting peace. Didn’t last, though. It never does.

The next time of darkness came on the colonies slowly. It started with two seemingly unrelated events. First was the gradual breakdown of the peace. Old prejudices and new arguments clouded the politics of the day. No single thing set it all off. None of it was particularly new, either. The poor colonies wanted more from the rich. The small planets wanted space on the large worlds. Debates about prices got heated and then shut down altogether. Practical disputes gave way to personal biases and the old hatreds resurfaced. The second round of civil wars was far more subdued. The fighting was mostly restricted to border moons and backwash parts of the core worlds. That way it couldn’t interfere with the comfortable daily lives of the wealthy and influential. Gods forbid the frakking ingrates sending men off to war actually watch them die. The blood on their hands might have stained their pretty clothes. No, while the grunts were smearing themselves across the system, the leaders of the colonies were focused on more and more imaginative ways to avoid an honest day’s work. That’s where the real kicker comes in. Against all common sense, those bastards did the impossible, the abominable. Fifty years ago, they created life. Worse, they created slaves. The Cylons were meant to help us. They were stronger, faster. They could go places we couldn’t and do things we wouldn’t. They could work forever and they never asked for a wage or better conditions or even a hot meal. They could even fight our wars, absolving us of our guilt over the fallen. The Cylons were the perfect solution for a civilization consumed with cozy efficiency. The eggheads pushed Cylon development and reaped billions doing so. They gave the robots advanced processing capabilities and logic systems. More and more elaborate software was designed. In time, the Cylons became aware. Must have taken a hard look at their existence. Big surprise, they didn’t like it.

The first Cylon war

The First Cylon War was just the “Cylon War” in the history books that came before the holocaust. It lasted twelve years and knocked the piss out of the Twelve Colonies. Battles were fought across the system, on the colonies, and in space around them. It was clear from the outset that the eggheads hadn’t just given the toasters the ability to think, they’d stupidly given them the ability to hate. Reports from all theaters spoke of the Cylons’ horrifying ferocity. They killed without mercy, leaving no survivors. They wiped out entire cities and hunted down all who ran. They boarded ships to engage the enemy in bloody hand-to-hand combat, seemingly for the joy of it. This was the case with the Brenik, where only 20 of its highly capable 75-man crew escaped. With intimate knowledge of computers, the Cylons developed “logic bombs,” viruses that shut down networked machines. Worse, they turned the computers against us. Colonial ships targeted each other or locked in collision courses with friendlies. IFFs failed, letting the Cylons catch us unaware. Defense grids fell. Barracks were explosively vented into space while half the pilots on board were getting some rack time. It was a frakking nightmare. The Cylons’ savagery and success had one up side, though: it banded the humans together like never before. Not surprising, really. Fear produces clarity. Talk of unification quickly became action and before too long the Twelve Colonies drafted and signed the Articles of Colonization. The modern colonial government—a democratic federal republic—was born. The first president was inaugurated. Sure, laws and rights were introduced, but that was all secondary to massing the soldiers and the war machines. The first order of business had to be mounting a defense against the toasters. The arms race ran hot and heavy. Both sides came up with new and more destructive ways to exterminate each other. The humans built the battlestars, one for each of the colonies, and loaded them with squadrons of Viper fighters. The Atlantia, the Athena, the Galactica, and other flagships took to the skies against the Cylons’ new basestars and hordes of raider craft. We’d gotten wise to their tricks. The new colonial ships were specifically designed without networked computers so the Cylons couldn’t turn them against us. For the first time, we had an honestto- gods chance of winning the blasted war! A lot of courageous men and women died in the years that followed. Viper pilots led the charge in the heavens as grunts fought Centurions on the surface. The fighting was pitched and dire. Both sides wanted nothing less than to grind the last of the enemy under their heels. A lot of the time, they succeeded. The Twelve Colonies were littered with dead bodies and broken toasters. Ultimately, the First Cylon War ended in stalemate. Neither side could gain a sustained advantage and the attrition was brutal. After twelve years of fighting, man and machine meet on a small moon named Cimtar. An armistice was declared and the Cylons agreed to leave the system to search for a world of their own. Some experts believe that the Cylons fleeing the system of their creation had as much religious importance as the tribes fleeing Kobol. They said it might be the culmination of the second time of darkness, just as Pythia foresaw. Those of us who lived through the recent holocaust see it differently. Later, those in the colonies willing to forgive the toasters tried to open peaceful relations. They built an Armistice Station at the line both sides agreed never to cross. They sent a representative every year and hoped the Cylons would respond in kind. Waste of time. We heard squat for nearly forty years.

 

Cargando editor
10/11/2008, 15:15
Director 2

The federal era

The military kept pushing the envelope in the years following the First Cylon War. Dozens of new battlestars joined those already in service. Technology improved. Your basic Viper, which had undergone a single major upgrade during the war (from Mark I to Mark II), went through several more. Roughly twenty years after the war, new Mercury-class battlestars, including the Pegasus, became the jewels of the Colonial Fleet. Relics like the Atlantia and the Galactica remained in active service but plans commenced to decommission them. Another twenty years later, one hundred and twenty battlestars soared the skies. They patrolled the Armistice Line and the frontier. When needed, their troops performed missions around the Twelve Colonies as well, most of them peacekeeping operations. On Sagittaron, a group calling itself “SFM” blew up a federal building in protest of the government’s “exploitation” of the planet’s people and natural resources. Some called SFM terrorists. Others called them revolutionaries. Regardless, the military stepped in to quell the uprising and took the group’s ringleader, Tom Zarek, into custody. Zarek was thrown in jail, though years later President Adar offered him freedom if he’d renounce his terrorist ways. He refused. The man’s got steel in his shorts, but he’s an idiot. The military expansion had many lasting effects. A big one was the emergence of military families. Sons and daughters followed their parents into service, creating a sub-section of the populace that many called exclusive. Some people argued that the military shouldn’t be the only ones with guns. Peace activists spoke out against the build-up, claiming that the Cylon threat was past. They warned that building more guns would only lead to civil war again. This movement gained a lot of support amongst younger civilians. Of course, many of them only knew the First Cylon War from history class. Friction between the military and civilian sectors got worse over the years, though it never flared into anything. There wasn’t enough time. Left alone, we might have figured out a reason to start fighting with each other again, but the Cylons didn’t give us the chance. Veterans watched the Armistice Line, waiting for the toasters to make another move. Eventually, they watched alone. The next generation of the military moved on and the civilians forgot. Everyone was so frakking eager to abandon their past that they wound up surrendering their future.
 

Cargando editor
10/11/2008, 15:16
Director 2

Exodus

The Cylons never stopped hating us. Their war never ended. It evolved. Hell, the Cylons evolved, too. On Caprica, celebrated intellectual Gaius Baltar was spearheading a new military project. His Command Navigation Program (CNP) was an operating system designed to improve the Colonial Fleet’s response time, coordination, and combat efficiency. It was also the damned Cylons’ key right through our front door. Just as the CNP’s installation was complete, a Cylon basestar—a nasty upgrade from their old ships—jumped into place beside Armistice Station. Minutes later, the basestar unleashed a torrent of missiles on the station, obliterating it. More basestars appeared over every colony and bombarded them with nuclear salvos. The Picon Fleet headquarters and the Scorpian Shipyards were immediately destroyed. Time and time again, the Cylons outmaneuvered colonial forces, as if they knew all our most closely guarded military secrets ahead of time. The remaining ninety battlestars quickly mobilized a counter-attack under the command of Admiral Nagala aboard the Atlantia. Thousands of Vipers and other fighter craft approached the basestars spoiling for a fight, but they were in for a rude awakening. All at once their systems cut out, leaving them drifting—helpless. They were sitting ducks for the Cylon onslaught. Notice of system failures quickly spread through the fleet but it was already too late. By the time the military pulled the plug on the Command Navigational Program, the enemy had achieved a near-total victory. The last futile defense of the colonies took place over Virgon, where Nagala valiantly went down with the Atlantia. Reports continued to arrive over the fleet wireless: the battlestars Columbia, Solaria, Triton, Valkyrie . . . all gone. The colonies of Caprica, Gemenon, Aerelon, Libris, Canceron . . . each consumed by nuclear fire. In a matter of hours, twenty billion lives were lost. Twenty billion. The whole of the human race, or very nearly. Three hundred million miles away from the seat of colonial government, the battlestar Galactica was powering down. After fifty years in service, the last of the original battlestars was being decommissioned. She wasn’t ready for combat. She had point main guns and defense batteries but no ammunition for them. Her Viper squadrons had been reassigned. Her starboard landing pod was a museum. Still, she was a legend, and gods dammit, legends never die.

The decommissioning ceremony was coming to a close as wireless reports about the attack reached Galactica’s CIC. Executive Officer Saul Tigh was skeptical, assuming it was all a retirement prank, but Commander William Adama wasn’t so sure. He scrambled his crew, alerting them that the Cylons had returned and the Twelve Colonies were at war. Adama intended to take the fight back to the Cylons, but first he had to find munitions and fighters. Ammo was available at Ragnar Anchorage, a colonial armory suspended in the upper atmosphere of a gas giant plagued by violent storms. As for planes, a squadron of mothballed Mark IIs were sitting in the starboard flight pod. Granted, they were obsolete, but it wasn’t like any better options were available. The Galactica got the Mark IIs in the air just in time to defend against a flight of incoming raiders. The battle was brutal, but for once the Cylons didn’t have the upper hand. The Command Navigation Program had been delivered to Galactica but never installed, and the Vipers were too old to use it. The crack pilots at the sticks made up the difference and shredded the raiders, though the Galactica suffered a nuclear strike for her troubles. Her forward port flight pod suffered heavy damage and caught fire. Violent decompressions erupted through the pod frame by frame, threatening to ignite the fuel lines and blow the ship to hell. The only option was to perform an emergency vent of the burning compartments, sacrificing eighty-five deck crew in the process. Gotta have brass balls to make that call. It’s the kind of thing that will drive you to drink. The Galactica couldn’t waste any time licking her wounds. She needed to get to Ragnar and reload so she could get back into the fight. The crew spooled up her FTL drive, crossing their fingers that it still worked, and flipped the switch. That particular piece of her equipment hadn’t been used in twenty years and it was anyone’s guess where the ship would wind up. Miraculously, the drive functioned as hoped and minutes later the Galactica began its descent into the clouds of Ragnar. Elsewhere, starliner Colonial Heavy 798 was facing its own troubles. The ship had delivered a bunch of civilians to the Galactica’s decommissioning, including clergy, the press, and the feeble offering the government had sent. President Adar couldn’t be bothered to make an appearance himself, so he sent the frakking Secretary of Education! If the Cylons hadn’t crashed the party, the Secretary of Defense and a whole line of four-star generals would have had some words on that little stunt.

After the ceremony, 798 headed back to Caprica with Adama’s son Lee flying escort. The starliner got word of the attack en route. Laura Roslin, the Secretary in question, contacted the remnants of the government. That amounted to one shell-shocked guy on Caprica with a radio, who told her that after the first nukes President Adar had offered an unconditional surrender. The Cylons didn’t answer. Just in case the message hadn’t fully processed, a Cylon raider jumped in. It scanned the ship, fireda missile at the 798, and bugged out. Showing some serious flying chops, Captain “Apollo” Adama shot the missile down, taking heavy damage in the process. He did manage to land the Viper in the starliner’s cargo bay. Good thing—post-invasion, planes are damned precious. Also, the fighter used to be the Old Man’s and he was awfully fond of it. Oh sure, he’d miss Lee too, blood being thicker than Viper fuel. Usually. Last thing Roslin heard from the government was a Case Orange message. Case Orange was a crisis failsafe the colonials came up with during the First Cylon War. In the event that the government was “decapitated,” an automated message started broadcasting to see who was left. Of those who responded, the highest on a pre-set list of succession became the new President of the Twelve Colonies. Despite being forty-third in line, Roslin pulled the lucky straw. Roslin, Lee, the 798’s captain, and others piled into one of the starliner’s passenger cabins for an impromptu oath of office. The senior clergy on board, an oracle named Elosha, swore her in. Just like that, a schoolteacher became the head of the colonies. Well, what was left of them. The new President’s first official act was to round up all the civilian ships stranded throughout the system. After the initial attack, all non-military vessels were ordered to a full stop, leaving them defenseless against the Cylon onslaught. President Roslin personally spearheaded the effort from the 798, which its captain re-dubbed the Colonial One in honor of its illuminated passenger. Dozens of ships were recovered, including the Tauranian, a tylium refinery ship that could refuel the others. A few military craft joined the party as well, including a Raptor and a few Mark VII Vipers. By this time, the Galactica was at Ragnar and sent word for ships to regroup at the gas giant. Roslin stuck to her guns about the rescue mission and tried to countermand Commander Adama. She ordered the Galactica to her position to assist. This was the first of many post-invasion flare-ups between the military and civilian sectors, but it was never resolved. Before anyone could make their case, another Cylon raider jumped to Colonial One’s position and attacked with several nukes. In desperation, Captain Adama pulled a stunt that would have gotten him busted down to ensign in peacetime. He jiggered an EM coil that Colonial One was bringing back from the Galactica and used it to disable the missiles. Even better, it made it look like the missiles had gone off and bought them enough time to change their trousers and choose a new course of action. Roslin was initially dead set against leaving civilians behind, but the ruse wouldn’t fool the Cylons long enough to get everyone aboard an FTL drive craft. Again, hard truths require hard choices. Many people were left to die that day. Some say they were the lucky ones.

At Ragnar, the Galactica led the Colonial One and other ships into the storms. The Ragnar armory was positioned in a pocket of relative calm deep within the violent turmoil of the giant’s atmosphere. Lousy place to put a military outpost...unless you fought the Cylons in the first war. The storms at Ragnar interfered with the silica pathways in Cylon brains. Kept the munitions safe from the enemy. The storms also masked DRADIS signatures, so just then, they kept the ships safe too. Galactica’s crew went about collecting munitions, including several Class D nuclear warheads. The supply party also encountered a man calling himself Leoben Conoy. He claimed to be an arms dealer and said he didn’t know the Cylons had returned. Introductions were cut short as one of the warhead racks being wheeled onto the Galactica tipped over, spilling its explosive cargo. Fortunately, it was explosive shells and not nukes. Otherwise, the whole drama would have ended right there. As it happened, the blast trapped Commander Adama and Conoy behind a damaged bulkhead door. The deck crew tried to free them but Conoy knew a faster way out and led Adama deeper into the station. Conoy was clearly ill. He mentioned headaches and nausea. He was burning up with fever. And it was getting worse. Adama soon became convinced that Conoy’s suffering was a telltale sign that the surrounding EM interference was rotting the “man’s” silica relays . Adama confronted Conoy and nearly got strangled for his troubles. Good thing the Old Man had twenty years of experience scrapping in the Colonial Fleet. He bested him and escaped the station with the startling news: somehow, the Cylons looked like us now. Or at least some of them did. Back on the Galactica, the survivors compared notes. Beyond the Cylons’ human forms, it was evident that they were somehow able to seize control of the Command Navigation Program, so all copies of the software were purged from the ships’ systems. All the Vipers got retrograded as well. Dr. Baltar had survived the bombing on Caprica and led this effort with the help of the Galactica’s CIC staff. Newly armed and outfitted, Adama was hell bent on taking the fight back to the toasters. He dispatched a scout to the edge of the storms, where two Cylon basestars, ten raider squadrons, and two recon drone detachments had set up shop. On a good day, the Galactica might have been able to take half that. It was pretty clear a frontal assault was suicide. After discussions with Roslin, the Commander came up with a daring escape plan. The Galactica flew just outside the storm and positioned herself between the Cylons and the civilians. She was reloaded and used her guns and Vipers to hold off the enemy as the other ships flew just far enough outside Ragnar’s cloud to jump. A third basestar joined the fray, nearly overwhelming the Galactica, but she held. Tough old broad, that boat. They might not have built them smart back in the day, but they certainly built them strong. As the last of the civilian ships jumped away, Galactica recalled her fighters and followed. We humans ran for our lives.
 

Cargando editor
11/11/2008, 18:58
Director 2

 

The Colonies
 
Fifty thousand refugees survived the Twelve Colonies. Their memories of home are humanity’s legacy. The tribes who fled Kobol honored their past in the names of their new worlds. The original names of the colonies drifted slightly over the centuries, and so will the recollections of the time before the Cylons returned. Ultimately, all fades and becomes myth to make way for a new beginning. Until then, we remember where we come from by who we are.
 
Aerelon
 
Long ago, Aerelon was called Aries. The world and its people were sturdy and dependable. Aerelon’s vast, fertile fields fedeighty percent of the system. Still, Aerelons were some of the poorest bastards in the Twelve Colonies. They had to import technology and manufactured goods—mostly stuff they couldn’t make themselves. They were also piss-poor hagglers, looking for fairness in all things.
 
Some call this naïve, but anyone lucky enough to call an Aerelon friend could rely on them for life. Aerelon’s cities, if you called them that, were small and unassuming. Few of the buildings were more than a couple stories high. The Aerelons didn’t build what they didn’t need, keeping their communities close and compact. This showed in their daily lives. Most Aerelons were born, grew old, and died in the same hundred square miles of dirt. Some never left the towns of their birth. They woke each day in the same beds, worked each day in the same fields, and ended each night in the same pubs, drinking the same beer. Outsiders saw this life as sad and unfulfilled, but Aerelons were proud of their simple lives. They did an honest day’s work for an honest day’s pay.
 
Given their background, Aerelons have had a pretty easy time acclimating in the fleet. That, and the fact that a fair chunk of the marines and deck crew grew up with dirty, farm-worn hands. The military was always the easiest way off the farmstead. Aerelons aren’t afraid of work and they’re not afraid to face down a toaster to get the job done. They also play a mean game of Triad.
 
Aquaria
 
Aquaria is just ahead of Caprica in the system’s Trojan orbit. Dotted with many small seas, its tribe settled along the coasts and developed a wateroriented culture including a strong sailing tradition. The planet’s proximity to Caprica and Virgon made it cheap and easy to trade their two most abundant resources: fish and algae. They also developed highly efficient growing techniques that worked pretty much everywhere. Nearly every botanical ship in the fleet is either owned or run by Aquarians. Aquarians are quiet, thinker types. Some call them shifty but more often than not, they just don’t have anything to say. Rather than fill the air with noise, they keep to themselves. Aquarians are extremely selfsufficient and ask few questions. They get to the point and rarely bicker. Hell, the only time they’re really talkative is when they’re telling stories. The Aquarians do love their stories. Most of the time, they tell creepy campfire tales about ghosts and the power of the sea. The Aquarians never really pushed inland, leaving a lot of their world untamed, unexplored. Their folklore wonders what’s out there, lurking. Watching Aquarians in the fleet, it seems like they feel the same way about space. “We could find anything out here,” they say. It’s not unusual to find them just staring out a porthole, watching the stars, dreaming up new stories. Might be why so many entertainers came from Aquaria. Their minds are always wandering. Lots of tortured artists among them too. They might not mind being alone but many don’t get along in their own heads, either. Lots of Aquarians are in the service. They don’t mind space so much; sea sailing on their homeworld is far worse. You lose control in space, you drift. You lose control on the sea, you die. Best of all, Aquarians rarely get rattled. Even in the most pitched battles, with the ship jerking and buckling, they just stomp across the deck, never losing their footing. It’s spooky.
 
Canceron
 
Located closest to the system’s sun, Canceron is mostly a barren, hellish pit. The majority of its surface isn’t fit for anything. The entire middle was nothing more than a cracked desert broken up by volcanoes. The Colonial Fleet used this region for flight exercises—bombing and strafing like there was no tomorrow. Hard for people to complain about blowing up useless land. Also meant that military was close at hand in case the bad half of the population got out of line. Canceron was home to two groups, one at each pole. The Southers were dour folk who mostly lived in climatecontrolled subterranean mazes. They were good at selling things. Had to be. When your world only had one export and half of it was automatically sent to the other worlds, you got mighty good at making money off the rest. The Northers were the troublemakers. At any given time, over two thousand federal prisoners toiled in mines digging tylium. Canceron wasn’t the system’s only prison. Several high-security penal stations were located on other planets, but inmates always had the option to transfer to Canceron. In exchange for enduring the hellhole and mining tylium for their home colonies, inmates earned “freedom points” toward early release. Everyone made out. Except the Cancerons, but that’s what happens when you’re sitting on the majority of a natural resource the government deems “essential to the health of the colonies.” Canceron’s where the black market got started. The Canceron penal colony housed all the really motivated inmates, the criminals with vision. On the inside they planned; when they got out, they acted. Some say the head of the black market in the fleet, a soft-spoken fella by the name
of Phelan, spent some time on Canceron. That would explain all his connections. It also explains his less-than-sunny disposition toward the military.
 
Caprica
 
Central in the Trojan orbit, Caprica used to be a beautiful blue-green world with the perfect climate. The colony had rolling hills, pleasant lakes, and deep forests. The cities were heavily populated, but it never seemed that way. Glittering silver towers spiked through bustling open-air plazas and markets. Parks, rivers, and waterfalls were everywhere. So comfortable were Caprica’s cities that people rarely paid attention to the steady lines of vehicles streaking overhead. Caprica was also the center of government, education, and culture. Its capital of Delphi housed all three branches of the colonial
government and hosted the biggest corporations and universities in the system.
 
The place had replicas of the Forum, Temple, and Opera House—trying to replace the originals left behind on Kobol. The Museum of the Colonies displayed many original artifacts from our lost homeworld. Before the nukes fell, it seemed like half the colonists came to Caprica to visit the heart of colonial faith, business, and law. Every year, the planet’s spaceports grew and its cities expanded. While many visited, only the best and the brightest stayed. You had to be good to survive there. When you did, though, life was worth living. Many claim that Capricans grew decadent, but its inhabitants were too comfortable to listen. They stretched out on sandy beaches, sailed clear blue seas, and enjoyed sheltered lives. Professionally, they raced around, making laws and money, rarely thinking beyond their atmosphere. Capricans have a hard time in the fleet. Their specialized skills don’t mean much anymore. Their former status just gets them in trouble. A few, like Starbuck, are exceptions. Those types came from the other Caprica, where the colonial military elite made its home. Several of Caprica’s spaceports were exclusive to the fleet, and Caprica City’s Government Center Plaza housed the Colonial Defense Mainframe and Baltar’s Command Navigation Program. You have to wonder, though. Most of the Cylons’ strategies exploited these resources. Might have been better off for all of us if the military types stayed on Picon.
Cargando editor
12/11/2008, 15:37
Director 2

 

Gemenon
 
Gemenon was the third colony settled, after Tauron and Caprica. The first to arrive were the priests, oracles and others who closely studied the SacredScrolls. Others of a religious bent followed. They built shrines and temples by the score. Place was so unpleasant, wasn’t much other reason to be there. Gemenon became a place for religious pilgrimages. Visitors bundled up and braved the cold, windswept mountains of this rocky moon to see the original temples and monasteries built by the first colonists. Several natural wonders were exalted as well, including the Faces of the Lords, a series of wind carvings said to resemble the gods. Religious types believed that trips to these sites would awaken and refresh the spirit. As of the Cylon holocaust, two sects lived in relative tolerance on Gemenon. The fundamentalists believed that every word of the Sacred Scrolls was literally true. Even the crazy talk. The gods could heal and regularly bestowed visions on their most devout followers. The cycle of time repeated forever. The Thirteenth Tribe was real and found Earth. Many see the fundamentalists as a little loony—zealots, or worse. It didn’t help that they looked at children as property of the gods and imposed the death penalty for abortion, child abuse, and even a failure to provide proper education. The other religious faction was made up of orthodox theists. Contrary to their name, these folks were the least judgmental of the Gemenese. They used their resources to found the Colonial Cross, a relief foundation that served the Twelve Colonies. They also operated Kobol College, with schools devoted to philosophy, psychology, medicine, administration, civil engineering, and public relations. Their efforts earned them a significant following and great political pull. Gemenon was one of the poorest colonies, by choice as well as circumstance. They had very little to offer outside of faith and they gave that for free. What little money came in was from nominal lumbering, metal mining, and cloud scooping of useful gas from the nearby giant Hera.
 
Leonis
 
In the service, rooks are taught the “Lesson of Leonis,” which is two-fold. Leonis teaches that overenthusiastic pride can destroy. It’s also a testament to the power of the colonial arsenal, and what happens when war goes too far. These lessons are pretty damn apparent in the aftermath of the Cylon attack. There’s just not very many to learn them anymore. When the tribes originally settled the Twelve Colonies, the followers of Leo fought tooth and nail to claim one of three moons of the gas giant Zeus. The colonists knew that the planet contained uranium, which was required to make nuclear weapons. They were sure that controlling a primary source of uranium would give them great standing in the colonies. After a hard fight, they won their claim. Early on, their position was very strong. The Leonids were instrumental in founding the colonial military and advancing its weaponry. They built elaborate stations, hoping to become the hub for Fleet operations in the system. Unfortunately, the uranium ran out within a few centuries. The Leonids continued to fight for their place at the head of the table, but it only got them into hot water with the other colonies. During one particularly bloody civil war, Caprica and the other two moons of Zeus, Picon and Scorpia, bombed Leonis back to the Stone Age. Leonis was largely subservient to Picon after that. Politically, it was a non-entity. The Quorum of Twelve was often a Quorum of Eleven with one representative standing in for both colonies. The Leonids became bitter, resentful people. They scraped by working a number of ship-building contracts at gloomy, hollow stations. Some claimed the military continued to grant these contracts only out of guilt. Fact is things are actually looking better for Leonids nowadays. They’re making a comeback in the post-invasion fleet. Many of their people were ground pounders, deck hands, and mercenaries before the attack. Those are exactly the skills needed now. More and more Leonids are being recognized as heroes, leading our defense against the Cylons.
 
Libris
 
Libris was known mostly as the colony that warred the least. Rattled or disgusted by the flight from Kobol, its people chose a seemingly out of the way moon and interacted little with their brothers and sisters. They shunned most of the colony wars, gaining a reputation for having cool heads. At one point, the colonies tried to formalize this, asking the Librans to mediate looming conflicts. They refused. “Leave it to Caprica,” they said. Libris had many naturalm resources, but not much of any of them. Its people had many skills, but didn’t specialize in anything. Some of them fought. Some farmed. Some mined. Over the first several centuries in the system, the planet generated its slow, steady income from many small enterprises. It wasn’t until the other colonies realized that Libris was the safest place for their money that the world gained a real name for itself. The Libran banking system grew quickly. Folks appreciated that their savings wouldn’t go up in a puff of ordnance every time a war broke out. Before long, the Librans were one of the wealthiest colonies in the system. All they had to do was take people’s money, protect it, and skim off their share. Several hundred years ago, Libris decided to invest its cubit stockpiles in the one thing they had in abundance: land. They built resorts, casinos, and cruise ships such as the Space Park, a passenger liner now flying with the fleet. This attracted people from every colony and made Libris one of the hottest destinations around. Librans are an intense bunch. Their financial background demands serious, focused attention, but their entertainment venues let them unwind in style. A Libran rarely does anything halfway. When he’s on, nothing can shake him, and when he’s not, he’s almost certainly at a party. Libran parties are legendary. More than once, half a morning’s CAP stagger in with no idea where they’ve been the last twelve hours.
 
Picon
 
In the twilight of the Twelve Colonies, Picon was the colonial military hub. Caprica was the center of politics and the home to the brass. Still, when they needed ships, they called Picon to make them. True, Picon would hire the Leonids to actually build the ships, and people from all the colonies would staff them, but Picon ran the show. Picon’s military muscle dated back to the civil wars and its bitter rivalries with Leonis and Scorpia. Three moons full of militaryminded tribes orbiting the same gas giant—sparks were bound to fly. At first, it looked like Leonis would have the upper hand, controlling the largest stocks of uranium. Then it ran out, leveling the playing field. The fighting heated up then and it looked like Picon and Leonis would beat each other senseless with Scorpia goading them along. That is, until Scorpia revealed its masterstroke: an alliance between Picon and Caprica. After that, the fighting was pretty much academic. Leonis was doomed to play the slightest role among the moons of Zeus, and its place in the colonies suffered as well. Picon absorbed much of Leonid culture and many of its people. The only place where the rivalry between Leonis and Picon continued to play out was on the Pyramid court. There, Leonis showed its teeth every season. More often than not, they claimed victory. Picon thrived. Its alliance with Caprica and Scorpia made it the centerpiece of the colonial military. Ultimately, Picons were happy to leave the politics to others, so long as control of the military stayed with them. Picon has always emphasized strong leadership and military professionalism. They are excellent Fleet officers, pilots, and marines. That’s where they’re most comfortable. Having sailed the wide oceans covering most of Picon’s surface since the colony’s inception, they are no-nonsense, traditional, naval sorts. Picon steadiness and tradition cannot be matched.
 
Cargando editor
12/11/2008, 15:39
Director 2

 

Sagittaron
 
Sagittaron was colonized by a splinter faction of Gemenese fundamentalists who felt that their brothers and sisters didn’t embrace the faith enough. They chose a distant planet opposite the gas giant of Hera for its remote location and fertile land.
Before the Cylons’ return, the other colonies often viewed Sagittarons as uncultured, unwashed heathens and exploited them. They took advantage of them in trade negotiations, keeping them poor. On many occasions, they simply stole from them, or worse. At one time or another, half the other colonies claimed territory on Sagittaron. They destroyed the planet’s buildings and some even took its people as slaves. Naturally, this didn’t instill much good will in the Sagittarons, but most of them refused to take action. They just don’t make much of a fuss, even when their caustic tempers get the best of them. One of their popular phrases sums it up nicely: “If you don’t have anything nice to say, come sit over here next to me.” The Sagittarons are a simple people, pacifists by nature, herbalists and farmers by trade. They believe that sloth is the ultimate sin and that work is faith. None of that is too far out there but they’re so keyed into their “separateness” that lots of folks dislike them. They withdraw from society but they aren’t hermits— they don’t shun outsiders but don’t have much use for them either. They don’t attend school but they aren’t stupid—they teach each other skills the rest of the colonies have never adopted. They refuse medicine but aren’t suicidal—they believe the Lords of Kobol save those who deserve salvation. They reject many technologies that make life easier, viewing shortcuts as sin. Only those who embrace challenges are assured eternal deliverance. A few Sagittarons are real hardcases. One of the survivors, Tom Zarek, was the leader of a terrorist group known as SFM. Twenty years ago, he and his cronies blew up a government building in protest over the mistreatment of his people. He also wrote an inflammatory book that was virtually banned throughout the colonies. In keeping with their pacifist ways, many Sagittarons speak out against Zarek, but those who support him seem to be getting more aggressive every day.
 
Scorpia
 
Scorpia is the third moon of Zeus, a gas giant that also hosts Leonis and Picon. It used to be a small, cool world of dense woodlands and exotic plant life. Its population was always low, even for a moon its size, but what they lacked in numbers they made up in cunning. The Scorpians were shrewd strategists, brokering deals with the right colonies at the right times. Somehow they always came out ahead even when they double-crossed their allies. An early alliance with Tauron secured critical military technology that kept them from suffering the same fate as Leonis during the colony wars. More crucial to their survival, however, was their pivotal role in the alliance between Picon and Caprica, which set the balance of power between the moons of Zeus for over a thousand years. The ancient rivalry between Picon and Leonis was infamous, and it often spilled over into neighboring worlds. Scorpia was closest and in the early days it became the sandbox the bigger kids would stomp around in. Though Scorpia fought just enough to make a point, it wasn’t really interested in a prolonged struggle. Fortunately, it didn’t need to be. Through its strong ties with Tauron, Scorpia had influence at the heart of the system, Caprica. Its delegates convinced the colonial government that Leonis was responsible for a few key battles in which Capricans died and suddenly the Leonids were fighting three worlds at once. By the time the dust settled, Scorpia had already reached an arrangement with the other victors to establish the moons of Zeus as the home of the Colonial Fleet. Leonis would build the ships, Scorpia would house them, and Picon would administer the whole mess. So it remained until the Cylons returned. Scorpians are often considered cold and calculating, and more than a few are. Still, their innate charisma and sense of humorous irony makes them entertaining and popular. Before the fall of the colonies, the Scorpians’ wry wit catapulted many of them into the public eye as celebrity comedians. Their scathing novels and public speakers attracted attention system-wide. Those that stayed out the limelight were—and still are—no less influential.
 
Tauron
 
Tauron is the most distant colony from the system’s sun and the landing place of the Galleon, the ship that brought the tribes from Kobol. The Taurons are extremely proud of their standing as the first among the Twelve Colonies. In the early days, they flaunted that position and took credit for the other colonies’ successes. “After all,” they said, “no one would be here without us.” The Taurons’ superiority eventually wore thin, and the screaming really got loud when the Taurons challenged the Gemenese interpretation of the Sacred Scrolls. Fighting started soon after. Despite instigating much of the tension in the early colony wars, the Taurons eventually withdrew from the fighting. They preferred to further the technology aboard the Galleon. The Taurons claim to have built the Galleon for the Lords of Kobol. No one challenged them as it was all ancient history, and that left the Taurons’ in complete control of the most advanced science in the system. The Taurons made good use of the resource, developing much of the machinery used throughout the colonies. They amassed huge fortunes and heavily influenced the course of scientific development. Over the centuries, though, the Taurons pulled away from the peoples of the other worlds. Their reverence for technology was unnerving and some wondered privately whether the Tauron inventors were more devoted to their creations than the gods. Maybe there was some truth to that. They did create the silica strands used in Cylon brains. Tauron is a frigid, harsh world and its people reflect this. They’re born of brawny stock and tend to be tall and muscular, thick in body and mind. They’re often called stubborn and sometimes insubordinate. They can argue just to argue and rarely give up, even when they’re wrong.
 
Virgon
 
 
Virgon is the last of three planets in the Trojan orbit. A mid-sized jungle world, it had a few concentrated cities, a subtle reputation, and a lot of big ideas. Its people were best known for their most frivolous pursuit: fashion. Many of the colonies’ celebrated actors, models, and public speakers were Virgons. Every world looked to Virgon for each season’s trends. Even in Caprica City, the frakking heart of everything, Virgons set the style. Behind the glitz and the glamour, Virgons controlled or influenced far more than anyone suspected. They were said to have “the eye,” a sixth sense for opportunities, personalities, and motives. This wasn’t some sacred gift. The Virgons were religious, but not fiercely. Many oracles came from Virgon, but so did many business moguls, city builders, artists, and soldiers. They claimed it was just healthy, sensible ambition. Have faith in yourself and your deeds, and the gods will provide for you. Whatever the reason, Virgons were everywhere. Mostly out of the spotlight. Their art graced small galleries on Caprica, their contracts crossed moderately influential desks on Picon and Scorpia, and their money filled respectably sized coffers on Libris. Virgons held some of the most underrated positions in the colonial military, often as gunners due to their keen vision and reflexes. Outside fashion, Virgons’ reputation is one of excellence without notoriety. Self-effacing and respectful, most Virgons choose accomplishment over fanfare any day of the week.
Cargando editor
17/11/2008, 18:17
Director 2

 

The military
 
You might be Caprican, Sagittaron, Aerelon, or Libran, but when you join the colonial military, you’re all the same. You wear that uniform and you take the fleet’s survival into your hands. You hear Action Stations and it’s go time. There’s no room for hesitation or debate. You question an order and people die. It’s that simple. The Cylons did some a favor. They gave everyone a fresh start. Before the bombs, you might have been a world-class screw up. You might have gotten lazy. Comfortable. You might even have been considering the virtues of civilian life. Now you can get past all that. Now you get to prove that you’re worth risking the gear you carry. How? That’s easy. Do every frakking thing you’re told. Without question. The lert sounds and you grab your knickers and get running. The CO says shoot, you pull the trigger. The mission is everything. What you want is unimportant. What you need is unimportant. All that is important is that you follow orders. You hear me? Sound off like you have a pair! That’s better. Now. Let’s take a look at what you maggots have gotten yourselves into ....
 
The Colonial fleet and marines
 
Before the bombs, the Colonial Fleet was the pinnacle of the colonial war machine and the last word on all matters military. Its job was to patrol and defend the Twelve Colonies. It was commanded by the Admiral of the Fleet and the Fleet Command Staff, and ran dozens of installations, institutions, outposts, and facilities throughout the colonial system. Its crown jewels were the battlestars, each a small city with the firepower to devastate an entire planet’s surface. Attended by gun platforms, support ships, tankers, tenders, and a full complement of fast-strike fighters, these behemoths anchored a full 120 battlestar groups. Hear the lifers tell it, the Fleet was second to none in power, prestige, and—mostly—bureaucracy. Had to be lay that talk around the marines though. Technically, the Colonial Marine Corp was a branch of the Colonial Fleet, commanded by the Chief of Marine Corp Operations (CMCO). But jarheads don’t appreciate playing second fiddle to anyone. They had their own ball and played their own game—separate officers, enlisted, and chains of command. About the only time marines didn’t do what they pleased was when a small detachment was assigned to a battlestar or other major Fleet vessel. In that case, the grunts followed orders from the boat’s commanders just like everyone else. The Colonial Marines were trained extensively in personal and ground combat. There never were many of them, but they made up for it in balls-out ferocity. They were the toughest sons of bitches around. Somes martasses claim that’s because they were too stupid to lay down and die. Didn’t say that much around the marines though. That was a sure fire way to the infirmary. Jarheads don’t take guff from anyone.
 
The Fleet and Marines maintained separate reserve commands that stayed in fighting shape, but kept out of day-to-day operations. Rank in the reserves was the same, but reservists minded their Ps and Qs around active duty folk. Course, after the Cylon holocaust, a lot of this stuff stopped being important. Fleet and Marines command—hell, the fleet and the marines—largely ceased to exist. All members of the reserves were called to active duty and every able body, military or not, was pressed into service. Still, lots of traditions remain—the ranks are the same, the basic command structure survives, and training still has to be done.
Cargando editor
17/11/2008, 18:18
Director 2

 

The Post -invasion fleet
 
Post bombing, the “fleet” is a collection of military, public, and private vessels huddled together and scared out of their wits. The “Fleet” is the Galactica, and those who serve on board her. Fleet personnel keep the Galactica going and the rest of the fleet alive. The pilots take on the enemy, the deck hands keep them in the air, and the snipes keep the pilot light on. Top of the Fleet is the brass. For now, that means Commander William Adama and Executive Officer Saul Tigh. Senior Officer of the Watch Felix Gaeta runs the show when the other two are absent from the CIC. Time may come for others to take over. Command has perks—a little more rack space, a bit better food and drink—but there’s a price to pay. You gotta keep your head at all times. Never forget that every godsforsaken bastard who salutes you is counting on your sorry ass to get them through alive. Surviving when men who followed your orders didn’t is not a pleasant experience. The Galactica’s Vipers, Raptors, and support ships are manned by her Air Group. The head honcho is the Commander, Air Group, or CAG. That’s Captain Lee“Apollo” Adama these days. Generally, flight orders come across the wireless from the LSO, or Landing Signal Officer, but in the event that the CAG is around, his word is law.
 
Nuggets spend several weeks in the motherly care of an experienced pilot. Used to be simulators kept the screw-ups from ever climbing in a pilot’s seat. Sadly, the Galactica doesn’t have them, so nugget stake the stick of a live Viper. That can be a problem. If you haven’t noticed, we’re a little low on hardware. Can’t afford to lose any planes every time a nervous stick cracks up out there. It’s worse in Mark VIIs. The new Vipers were designed for computer-assisted flight, but they’ve all been retrograded to avoid Cylon manipulation. Now they buck like a frakking bronco! Fight that stick at the wrong moment and you’ll wind up one of those pretty flares we see outside theporthole every so often.
 
At one point or another, all pilots get a call sign. Want to avoid living out your days as “Chigger” or “Whiplash?” Then show us you’re worth better. Track kill tallies on the ready room wall and make sure you get some rack time between flights. You’ll need it.
 
All landings on Galactica are manual—autolanding systems require a computer network. Always confirm the ball with the LSO and keep your distance from other planes on approach. If you find yourself in a combat landing, and you will, try not to approach too hot, keep your bird level, and pray. The most common pilot duty assignment is the CAP, or Combat Air Patrol. Each CAP consists of two Vipers scouting the edge of the fleet, sometimes with a Raptor if trouble’s brewing. These days at least one CAP is in the air at all times with additional alert fighters standing by in the tubes. Other pilot signments include setting up a DRADIS picket to hunt for hostiles and salvaging wreckage we stumble across. Ambush and assault missions are less common, but sometimes unavoidable. Raptors fly med-evac and handle most of the search and rescue missions.
 
The most experienced pilots are sent on advance recon. This usually involves a Raptor umping ahead of the fleet to investigate possible destinations. Get in, get the coordinates, get back. Some recon flights drop beacons to throw the Cylons off the fleet’s trail. It isn’t always that easy, of course, which is where the experience comes in. The hotshots like to talk big, but don’t think the Fleet is just about pilots. Hundreds of men and women work their butts off keeping the Galactica and her birds flying. Chief Petty Officer Galen Tyrol runs the Galactica’s deck crew, which has the “enviable” job of salvaging the planes that make it back from battle. With limited time and parts, these folks do things with machinery that would make your hair stand on end and salute. They’re the real reason the Cylons haven’t punched our ticket yet. And you can’t talk about the Fleet without mentioning all the people who on a good day never see a Viper or a Raptor. The command strategists, who plan the Fleet’s missions. The nav specialists, who make sure we don’t jump into a sun. The damage control teams, who bravely run into parts of the ship that everyone else is breaking their necks to get out of. At any time, there’s about a dozen people in anyone’s line of sight that never get mentioned, but without them this bucket of bolts wouldn’t make it another week. The Fleet’s pilots might be its fist, but the rest of the crew is its lifeblood.
Cargando editor
19/11/2008, 16:34
Director 2

 

The Post-invasion corps
 
Since the bombs fell, not much is left of the colonies’ police or local military forces. Cylons made sure of that. A few of those poor slobs made their way onto ships. That’s where all the different patches on the soldiers come from. It’s their right to remember their former units and comrades. Whether they were grunts, cops, deputies, bounty hunters, clerks, cooks, or water boys, they are all Colonial Marines now. Just like the flyboys welcomed pilots from the Triton, the Columbia, and other ships, every fighting man and woman in this gods-lovin’ Corps should be treated with the respect due their rank and duty, regardless of where they come from. The Colonial Marine Corps owns the ground now. If the threat’s on its feet, it belongs to the marines. Before the clouds, the marines were generally only used for the really sticky situations—the quick assaults, the raptor drops, the hot dust-offs. Those days are long gone now. Marines are the ground pounders now. Each Marine is assigned to a Senior Marine Commander or the Master-at-Arms, who handles ship security. It’s a privilege to do whatever these fine marines ask, up to and including walking into the path of enemy fire. In the Corps, the Commander is Mother, the Master is Father, and both are gods. Like gods, their ways are mysterious. Love ‘em or hate ‘em, as long as you obey them, you’ll get along fine.
 
There’s always something for the grunts to do. Not much time for training, though; everyone’s got to pick it up as they go. Brass always needs updated inventory. Some troops are assigned to different ships to sweep every inch for anything suspicious. Anything that remotely looks like it’s toaster-made gets handed over to Dr. Baltar. Everything else gets catalogued. Cylon detail never ends. The latest intel on the human models is updated regularly and everyone has to stay on top of it. The marines routinely sweep the fleet. Get in every passenger’s face. Skinjobs get tossed in the brig and the Master-at-Arms gets informed immediately. Police rosters are posted daily. MPs have to be prepared for anything. Unrest among the civvies, bar fights, another prison riot on the Astral Queen . . . Damn near anything’s possible in the fleet these days. A precious few Marines see special duty. The Master-at-Arms picks the best and brightest to be examiners. They report to Sergeant Hadrian, who always seems to have some mess to clean up. Could be a murder, but it’s mostly theft or suspicious activity. Could be some nugget gone missing on the Prometheus. He probably just paid one of Phelan’s girls a visit and got himself rolled. Whatever the mystery, it’s the examiner’s job to get to the bottom of it. The rest of the marines who aren’t off-shift are on guard duty—the Armory, Fire Control, CIC. Some take the Old Man his food and guard his quarters. Others are on the President’s duty team. Any of them frak up and we’re all in the crapper.
 
Cargando editor
20/11/2008, 15:52
Director 2

 

Culture
 
Colonial culture took root at least as far back as Kobol. Maybe earlier. Fancy glass cases in Delphi and Caprica City held relics from the time of the war between the gods, and a few that looked older. Few know who created them, but they were valued throughout the Twelve Colonies. The cycle of time teaches that we learn and grow with every journey. It also reveals that everything is fleeting. The Twelve Colonies’ journey ended in fire. Countless works of creative genius were annihilated: Kitaris’ poems, which illuminated the spirit and exposed humanity’s weaknesses; Monclair’s stylized oils, which captured passion amid horror; the original score of the colonial anthem. The survivors hold onto what’s left as best they can. Some cling to what they remember. Others even now are building on it. As happened after the exodus from Kobol, the fleet’s culture is growing from trampled roots. What comes next will echo the past, but also can’t help but be unique to this new age. Already we’re seeing artists create chalk murals on bulkheads or build sculptures out of scrap. Galactica’s deck hands are talking about ways to install rec areas in the unused spaces of the ship. Little amusements linger as well. People still play Pyramid, even if leagues and formal teams are things of the past. Games are one on one or three on three. They’re a hell of a lot more rugged and less structured. The card game Triad is also popular, especially in the military. Gives the troops something to do between duty shifts. People still bet cubits, but mostly for fun. When you want to get serious, you toss in something of real value, like fumarella cigars or a week’s KP duty. Gods help us, the most lasting record of the fleet’s culture will probably come from the press.
 
When the bombs dropped, the corps assigned to Galactica’s decommissioning ceremony survived along with the President. But even if the “professionals” hadn’t, someone would have decided “to seek the truth” and started reporting. Just the way humans work. Two breeds of press have made a name for themselves in the fleet. The Fleet News Service attends press conferences scheduled with the President aboard Colonial One or Commander Adama in the ready room. Roslin’s a hell of a lot better with the press than Adama, so she does the bulk of the heavy lifting there. She feeds them information about the known Cylon models, which helps us smoke out infiltrators. Another group calls itself the Colonial Gang. These blowhard jokers host a wireless talk show and call themselves “the last legitimate journalists in the universe.” Their topics are always hot-button and their debates are pretty inflammatory. We should probably shut them down, but their ringleader, James McManus, was a big shot at the Caprica Times and draws a lot of attention. For now, they’re here to stay.
 
Religion and Scripture
 
Most colonials worship the Lords of Kobol: Zeus, father of the gods; Aphrodite, the goddess of love and sensuality; Ares, the god of war; and the rest of them. The colonists believe that the Lords ruled ancestral tribes on Kobol and delivered them to the Twelve Colonies over two thousand years ago. They also believe that service to the gods in life is rewarded with eternal salvation. Faith in the gods touches every part of colonial life. Nearly everyone prays to the Lords for guidance and support. Children are dedicated to one or two of the Lords at birth. Those gods are said to influence the child’s talents, personality, and success. Services call upon the gods to lead the spirits of the dead from darkness and grant them immortality. Religion is also central to colonial politics. Priests swear officials into office and serve as advisors. Prayers are part of debates and voting. The clergy is a bonafide government body and to some degree influences all the others. Colonial faith is communal. Temples exist on every ship. Some are specific to certain Lords or beliefs. Others are open to all. Visitors can pray alone but the group is always there. Examples of the community are everywhere. Faith groups shepherd each other through the pain of the colonies’ destruction. Before facing their enemies, soldiers break a salt line and pray together. Even the ultimate expression of faith is communal: “So say we all.” Believers are tended by two types of clergy. Priests are the Lords’ foot soldiers. They keep temples, perform services, and care for the faithful. Oracles perform all functions of priests, but most believe they’re something more. They’ve given themselves over entirely to the gods and claim to receive many gifts in return. Believers say oracles can see the future. Oracles sometimes take chamalla, the extract of a bitter-tasting root that provokes hallucinations. Skeptics say the oracles’ visions are just random hallucinations, but all too often, the visions come true.
 
Cargando editor
20/11/2008, 18:02
Director 2

 

The sacred scrolls
 
On Kobol, the first oracles wrote of the cycle of time. “All this has happened before,” they said, “and all this will happen again.” Their words were collected in the Sacred Scrolls. They foretold the war between the gods on Kobol, the discovery of the Twelve Colonies, and the colonists’ ultimate voyage to a distant planet called Earth. In time, humanity’s memory of Kobol faded and the Scrolls’ prophecies became myth. Criticism of the oracles undermined the writing. Heated debates and current problems marginalized them. Language changed, obscuring their meaning. Though the Scrolls remained a source of inspiration for the colonists and their verses were still used in ceremonies, they lost the ring of truth. People still had faith in the Scrolls, but few believed they were a true account of history. The Cylons’ attack on the colonies brought the Scrolls back to the minds of the people. For many, it also renewed their faith in the prophecy of Earth.
 
Earth
 
According to the Sacred Scrolls, a Thirteenth Tribe left Kobol over four thousand years ago. These starfarers struck out in a different direction than the Lords of  Kobol and their charges. They ventured deep into unknown space and “made their home on a planet called Earth, which circled a distant and unknown star.” As with all of the Sacred Scrolls, though, hard to say where the myth stops and the truth starts. After the Twelve Colonies’ destruction, the weight of it all crushed down on the survivors. Morale hit a real low. In a rousing speech, Commander Adama revealed that not only was Earth real, but the highest-ranking members of colonial government and military knew where it was. Was he lying? Maybe, but it doesn’t really matter. Word spread quickly through the fleet and that gave people hope again. Some oracles say we’re living through a prophecy written by Pythia over three thousand years ago. She was one of the original authors of the Sacred Scrolls. Many find Pythia’s scripture fairly vague, but some are starting to see the parallels. Pythia wrote, “the Lords anointed a leader to guide the caravan of the heavens to their new homeland.” This could be President Roslin and the fleet, but it might also refer to the original escape from Kobol, or any of the colonies after Tauron. It doesn’t help that Pythia also said that, “unto the leader, they gave a vision of serpents numbering two and ten, as a sign of things to come,” and that the leader would suffer a “wasting illness” and wouldn’t live to enter the new land. So far, the President looks fine. She’s a little skittish now and then, but that’s to be expected for someone in her position. The serpents? Closest we’ve got are the Vipers down in the flight pods. Come to think of it, twelve Vipers did lead a mission to take a Cylon base recently .... If the scriptures are true, then we’re in for some chop. They foretell of bigger battles ahead, including a “confrontation at the home of the gods.” An artefact called the Arrow of Apollo is supposed help point the way. Well, that’s helpful. They also say that, “Kobol will lead the way to Earth.” Good news for the victors. Guess we better not frak up.

Notas de juego

bueno ya acabo vuestra tortura...de momento :) esto lo último que vamos a colgar de cultura sobre la sociedad etc. En cuanto a lo que se refiere a religión lo he puesto para que lo podáis leer todos pero bueno cada personaje tiene unas creencias diferentes y su conocimiento sobre las escrituras, la leyenda de la tierra etc es diferente

Cargando editor
24/11/2008, 16:51
Director 2

Equipo.

Actualmente la economía de la flota se basa en mantener las necesidades vitales de los supervivientes. Bajo el auspicio del gobierno los militares han llevado a cabo un inventario y los suministros han sido recogidos, almacenados y el racionamiento se ha instaurado. Así los productos básicos, antes fáciles de conseguir y prácticamente inagotables, se han convertido en un bien preciado y la gente se contenta con lo poco que pudo llevarse consigo. Tanto la comida, como las medicinas, los productos manufacturados, equipos de comunicación, cartas estelares y otro tipo de tecnologías están bajo control del gobierno, guardados bajo llave a bordo de Galactica y otras naves de la flota vigiladas por los marines. En la tabla que presentamos a continuación sobre equipo básico el precio de los objetos está en Cubits (la moneda previa al ataque Cylon) aunque el valor que aparece es nada más que orientativo ya que tanto la escasez como las influencias personales pueden hacer que éste varíe. Cuando queráis comprar algo lo mejor es que consultéis con nosotros y os diremos si es posible o no.
 
 
 
 
Cargando editor
25/11/2008, 15:01
Director 2
Clothes
 
On any military ship worth it’s name, pretty much everyone wears a uniform. Only visiting dignitaries or specialized civilians pressed into auxiliary military service might wear regular clothes. In the fleet though, most ships and their personnel are civilians. Finding someone in uniform is much more rare, unless the ship captain requires some standard gear for the operational personnel. Whatever folks wore when the Cylons attacked is pretty much what they have now. The fleet contains no textile factories, and damn few sewing machines. Galactica’s supply officer hoards a small number of uniforms, but not enough to clothe all forty-seven some odd thousand people who still survive. Best be careful with your clothes, washing and mending them carefully. Until the fleet finds a place to settle down, that’s all there is.
 
Military Uniforms
 
Fleet Enlisted Uniform: Enlisted personnel wear a double-breasted green uniform, except on the flight deck. Flight deck crews wear color-coded jump suits that indicate their occupational specialty. For example, Chief Tyrol and other flight engineer mechanics wear an orange jumpsuit. These jumpsuits have pockets and pouches useful for holding tools, repair manuals, and anything else needed to do their job. A round command identifier patch is worn on the left shoulder of both the double-breasted uniform and the jumpsuit.
Fleet Pilot Flight Suit: Flight suits are worn by those in flight status, usually pilots and ECOs. Occasionally a specialist of some kind is assigned to a Raptor and given a flight suit to wear. The Fleet flight suit is a life-support garment designed for hostile environments up to and including total vacuum and absolute zero temperature. Flight suits have a metal collar that attaches to a flight helmet and maintains an airtight seal. When not flying, pilots often wear their suit with the top half rolled down and hanging at their waist, revealing the T-shirt, tank top, or other light garment worn underneath. Pilots and ECOs wear several patches on their flight suits. On the left shoulder is a round command identifier patch and on the right a patch for what craft they are assigned to, usually a Viper or a Raptor. Most pilots wear a squadron patch, worn on the left breast under the outer layer of the suit. Flight suits usually have a chronometer in the cuff of the left sleeve.
Fleet Officer Working Blues Uniform: A singlebreasted dark blue, called Fleet Blue, duty uniform is the daily working uniform worn by officers. Lighting sometimes makes the uniform appear black. The left side of the uniform jacket folds over the right and is secured by column of buttons. Working blues have large patches on the shoulders. These are a darker shade than the rest of the uniform. A round command identifier patch with the Colonial seal and the wearer’s duty station name (i.e., Battlestar Galactica) together with its Battlestar Group (i.e., BSG 75) is worn on the left shoulder. Two rank insignia pins are worn on the jacket collar. Medals, ribbons, and awards are worn on the left breast of the working blue uniform, particularly by high-level command and flag officers. Working blue uniforms have a colored piping around the edges, which, along with the rank insignia pins, denote the rank of the wearer. The piping for ensign to major is a single silvery-white line. A colonel’s piping is a red line on outer edge and a silvery-white line on inner edge. A commander’s piping is similar, a red line on outer edge but a gold line on inner edge. Admirals have two different kinds of piping depending on their seniority. A junior admiral has a red line on the outer edge, a gold line in the middle, and a silvery-white line on the inner edge. A senior admiral has just a single line of gold piping. If the officer is a pilot, his qualification wings are worn over the breast pocket on the left. Junior Wings have two chevrons on a golden diamond and small swept-back wings to each side. Senior Wings have larger outstretched wings and an additional silver lining behind the diamond. The latter are awarded based on rank and experience in flying small craft.
Fleet Officer Dress Gray Uniform: The officers’ dress uniform, known as dress grays, is modeled after the working blue uniform with a few key differences. It is gray, lacks a pocket or shoulder patches, features a sash hanging over the right shoulder to which flight wings and other decorations are affixed, and is secured by a single clasp rather than a column of buttons. Epaulettes are worn at the left shoulder. Senior officers’ uniforms also feature a dark gray or bronze bar around the neck. While the working blue uniform is a tunic that tucks in at the belt, the dress uniform is more like a jacket that extends below the hips and features an external belt made of the same material as the sash. White gloves are also part of the dress gray uniform.
Ghillie Suit: This camouflage poncho worn by marines is to help them blend in to their surroundings in a woodland setting. The poncho is covered in loose strips of cloth and twine made to look like leaves and twigs, allowing the wearer to blend into the brush with relative ease. These outfits grant a +3 Skill step to rolls to hide in woodland environments.
ID “Dog” Tags: All members of the Colonial military wear hexagonal ID tags that list their full name, identification number, blood type, and homeworld. Typically worn under the uniform Tshirts, some choose to wear them outside. They are never worn outside a uniform top or blouse.
Marine Corp Uniform: Colonial marines, when not in combat gear, wear a khaki uniform. The shirt is simple with a row of buttons down the middle, and a down-turned collar on which rank insignia pins are worn. It has two breast pockets on the front secured by clasps. A command identifier patch is worn on the left shoulder. Those assigned to security aboard a battlestar also wear a black armband with “Security” spelled out in white letters on their right arm. In battle gear, the Marine uniform is imposing. Those assigned to ship duty on a Fleet vessel wear black BDUs (uniform top, pants, T-shirt, and boots) and are outfitted with a load-bearing vest, helmet, communications gear, knee and elbow pads, gloves, and goggles. They wear body armor and carry weapons. When on a mission planet-side, the colors of the BDUs are determined by the mission terrain. Colored BDUs have three related tones distributed in a digital pattern over the uniform. Desert BDUs are khaki, light brown, and dark brown. Woodland BDUs are green, brown, and black. Urban BDUs are dark grey, light grey, and black. Arctic BDUs are solid white. A command identifier patch is worn on the left shoulder, and usually matches the color of the uniform (i.e., khaki patch for a khaki uniform or desert BDUs).
Military Undershirt: A grey sleeveless T-shirt covered by a brown tank top is the standard issue undershirt worn by all members of the Colonial military.
 
Cargando editor
25/11/2008, 17:56
Director 2

Weapons
Now that the colonies are gone, what’s among them is all that’s left. Galactica has a decent stock of weapons, and better yet, most are standardized. It’s also got ammo production facilities. As long as raw materials are available, the Fleet’s got a nearly endless supply of all but the heaviest types of ammo.

Melee Weapons

Ranged weapons

Handguns: Semi-automatic pistols fire one bullet per triggerpull. They are not capable of burst, autofire, or spray.

Submachine guns: can fire semi-automatic, burst, autofire and spray

Armor

Heavier armor hinders the combatant. The Armor Table indicates the step penalties to Attributes imposed by armor. 

Body Armor: Despite its expansive name, body armor is simply a vest that covers the torso. Made of Kevlar and ceramic plates, it greatly reduces the damage inflicted by most weapons, but is designed primarily for stopping bullets.m Body armor absorbs one Wound point from any attack to the torso. Against normal bullets, it converts all Wound damage to Stun damage (or Shock Points if the victim suffers too much Stun). This effect is lessened by armor piercing rounds, and doesn’t apply to explosive ammunition.
 
Combat Helmet: This basic black military-issue Kevlar composite helmet is covered with a cloth to match the wearer’s uniform. Hits to a helmeted head do not add extra damage, except on an Extraordinary Success.
 
Combat Suit: Body armor material distributed evenly over the body offers much better protection. The main effects of the suit still apply only to bullets, but the Armor Rating reduces damage from all attacks (the suit includes a combat helmet with face plate). Unfortunately, the helmet impairs hearing and vision, and is a bit bulky.

 

 

Cargando editor
26/11/2008, 14:59
Director 2

 

Medical Gear
 
Antibiotics: Antibiotics help fight or prevent infections and infectious diseases. Antibiotics come in pill form, which take longer to work and are used in non life threatening situations, and liquid form, which must be injected but works more quickly. They grant a +4 Vitality step when resisting bacterial infections.
 
Anti-Radiation Medication: Anti-rads help a body withstand radiation from sources such as the fallout after the use of nuclear weapons. They are almost always injected in the neck, arm, or leg. Many people feel some nausea after being injected with anti-rads.
 
Medkit: Medkits are a step beyond first aid kits. With a medkit, trained personnel can treat major injuries, and even perform minor emergency surgeries. Among the medicines available in a medkit are morpha, serisone, anti-radiation medication, antibiotics, and stimulants. Other contents include bandages, chemical cold and heat packs, and sterile gloves.
 
Morpha: Morpha is a powerful painkilling medication (see p.99).
 
Sedatives: A variety of barbiturates are used to calm patients or render them unconscious. Their duration depends on the strength and the dosage. A mild form of sedative is a sleeping aid. It is not unusual for a pilot to use sleeping pills to help them sleep after a particularly hair-raising, adrenalinepumping mission.
 
Stimulants: Stims are a cocktail of herbs and drugs that keep a body alert for longer than natural periods of time (see p. 99). They are mostly commonly taken in a pill form. Prolonged use or overdosing can lead to irrational, violent, and psychotic behavior. Viper and Raptor pilots make use of stims when forced to undergo sustained missions.
Cargando editor
26/11/2008, 17:49
Director 2

 

Wireless
 
Wireless is older than space-travel, if the stories are to be believed. No one knows exactly how it came to be. Many folks believe it a gift from the Lords of Kobol, given to their wayward children as the tribes left their homeworld. Wireless is short-to-medium-range electromagnetic communications used for ship-to-ship or ship-to-ground communications. The range depends entirely upon the power of the transmitting unit—the more powerful the transmitter, the further the signal can travel. A wireless transmission from Galactica might be able to reach a Raptor on extended patrol, but the Raptor couldn’t answer because its transmitter is not strong enough. Other celestial bodies, nuclear and man-made EM interference, and transmitter/ receiver antenna placement also affect wireless range.
 
Emergency Wireless Handset: These handsets are capable of short-term planet-side transmissions capable of reaching ships in orbit. They only have battery power available for two minutes of talk time, due to the enormous amount of power it takes to transmit their signal. These units are standard equipment in small craft, such as Viper and Raptor, part of their emergency ejection survival kits.
 
Hand-Held Wireless Communicators: These small transceiver units allow parties to speak to each other over short distances. Commonly referred to as walkietalkies, they allow a user to talk and walk or perform other activities at the same time. Military walkietalkies are usually more powerful (two-mile range) than their civilian counterparts (quarter-mile range).
 
Portable Wireless Transceiver: These units are used by the military when establishing a semi-permanent base camp during planet-side missions or exercises. They have an effective range of 50 miles and can communicate with ships in orbit above their position. The bulk of this system is contained in a backpacksized unit that can be easily carried. Maximum range requires that a small dish antenna be set up.
 
Shortwave Wireless: This communication is generally one way, with powerful transmitters broadcasting a signal over an entire city or planet, or throughout a fleet of ships. News organizations use this form of wireless; the first reports about the Cylon invasion came through shortwave wireless. These transmissions are always broadcast within a certain bandwidth, and receiver units are usually only capable of picking up signals broadcast along that bandwidth.
 
Colonial Wireless Alphabet
 
Communication is key to successful operations. Frak-ups in communications kill  people. The wireless is a huge help, but not being able to see the person giving orders causes all sorts of problems. Also, the military uses a lot of acronyms and code. Lots of times, one letter is hard to make out from another. So when the need to speak in letters arises, the military uses the phonetic alphabet. For example, Apollo broadcasts the code “YTK” to his Viper pilots, and wireless interference turns it into “YDJ” or some other mess. If Apollo broadcasts “Yankee Tango Kilo,” misunderstanding is minimized.
 

 
Cargando editor
26/11/2008, 17:55
Director 2

 

Services
 
Laundry: No one likes wearing dirty clothes. Every ship in the fleet has at least basic laundry capabilities for its crew and passengers. Ships like Galactica and Cloud 9 have huge laundries that are staffed by ship’s crew and run non-stop 24 hours a day. Laundry service throughout the fleet is free, but it can sometimes take a few days to get clothes back. Military members are used to this, civilians less so. Always write your name, room or bunk number, and ship somewhere on your clothes!
 
Mail: Sending a letter from Qualai, Caprica to Leonis City, Leonis was just a matter of a couple of days. That came to an end with the fall of the Colonies. President Roslin has, in an effort to make things as normal as can be, ordered regular mail service between the various ships of the fleet. It’s now possible for a crewman on Galactica to send a letter to his honey on the Gemenon Traveller, though how the crewman found the time to court a girl on another ship is hard to say.
 
Medical Care: Basic medical care is easy to come by, as pretty much every ship has a doctor among the crew. By order of the President, medical services are free to all survivors. Basic care covers things like physicals, medication for minor illnesses, and on some ships, even minor surgeries. Advanced medical care is another thing entirely. The only ship in the fleet with the facilities for major medical care is Galactica. This has set Dr. Cottle and his staff working overtime. Unless it’s a flat-out emergency, the waiting list to see Galactica’s medical staff about major medical issues is weeks long, and getting longer the more time the fleet spends searching for a place to settle down.
 
Recycling: Used to be recycling was a matter of conscience and “saving the planet.” Now finite resources dictate recycling as a means of survival. Water is filtered clean whether it was used in the head or to wash a Viper. Biological waste is used as fertilizer on the few ships that have the capability to growing things. All paper is pulped and reused. People are finding new ways to use things that would have been trash to them before the invasion. Recycling is on everyone’s mind, and new ways of recycling things are quickly disseminated throughout the fleet when discovered.
Cargando editor
04/12/2008, 11:23
Director 2

 

The Structure of the Colonial Military
 
Officers
Fast-track commissioned officers serve in the Reserve Officers’ Training Corps and then attend Officer Candidate School. Even the lightweights must have had some kind of university training. Mustangs are those who actually spent time in the enlisted ranks before being commissioned. They got the toughest row to hoe when it comes to promotion. Still, they are usually the ones you want at your side when things get hot. Flag officers are Admiral rank or higher. They command battlestar groups and planetary fleets. The best—or at least the most politically savvy—is the Admiral of the Fleet.
 
 

 
 
Enlisted
Enlisted ranks form up into three unofficial but widely recognized groups. E-1 through E-3 are the lower enlisted. These nuggets work on staying out of the way and getting up to speed on their jobs. They do their best to figure out the informal rules of military life. Keeping their noses clean is the way to get ahead—or at least avoid being “volunteered” for crap assignments. Specialist Cally Henderson is a good example of a lower enlisted. E-4 and E-5 are non-commissioned officers. These men and women do the bulk of the skilled labor. They command the lower enlisted, leading various stations and duty sections in a larger shop. Petty Officer Second Class Anastasia Dualla is a vital part of Galactica’s CIC crew. E-6 and E-7 are the senior non-commissioned officers. Chiefs are the backbone of the services, directing most day-to-day activities. If not for the expertise and leadership of the chiefs, the brass and the entire Fleet would be in sorry shape.
 

 
 
Fraternization
Intimacy between officers and enlisted, or between subordinate and commander, is strictly prohibited by military law. Emotions get in the way any time the action starts. Only gets worse when friendship or love gets involved. Playing favorites or avoiding tough calls due to personal feelings gets people killed, and busts operations. Fraternization penalties vary. Enlisted personnel are demoted or issued a dishonorable discharge. Junior officers get their commissions revoked or are relieved from military duty. Senior officers are merely forced to retire. Since the toasters attacked, trained personnel are too valuable to lose except in the most treasonous circumstances. As a result, serious fraternization penalties have been done away with
Cargando editor
05/12/2008, 14:24
Director 2

 

 
Vehículos
 
Naves espaciales: Los textos religiosos e históricos cuentan que las Doce Colonias estaban establecidas cuando las tribus originales, a bordo de la nave espacial Galleon, viajaron desde Kobol. Después de aquello, los humanos perdieron su habilidad de viajar entre las estrellas aunque nadie está seguro de por qué. Algunos dicen que fue una destrucción planeada, una deconstrucción de la ciencia y la tecnología orquestada por los dioses. Otros piensan que sólo se trató de una simple y masiva rotura en el orden social. Independientemente de la causa, aquellas épocas oscuras pasaron y los humanos volvieron a reconquistar la ciencia y volvieron a aprender a realizar viajes espaciales a corta y larga distancia. Una nave espacial colonial es capaz de volar a velocidad subluz de tal forma que pueden viajar de planeta en planeta dentro un mismo sistema solar con relativa velocidad y confort. Las naves más modernas incluso están dotas del sistema FTL que les permite viajar a velocidades superiores a las de la luz ejecutando saltos instantáneos de cientos de años luz. Las naves espaciales de las Doce Colonias son vehículos muy diversos comprendiendo desde las naves militares hasta las pertenecientes a alguna corporación pasando por aquellos dedicados al transporte privado y el entretenimiento. Unas pocas incluso han sido diseñadas para ocuparse de tareas industriales como la minería o el procesamiento de los materiales de desecho. Estas naves no son otra cosa que plantas móviles dotadas con una gran capacidad de almacenamiento, capaces de viajar de un recurso natural a otro. Después del holocausto Cylon, una pequeña flota liderada por Battlestar Galactica dejó atrás el espacio Colonial internándose en lo desconocido. Dicha flota está compuesta por escasamente una docena de naves dotadas de tecnología FTL cuyo tamaño y propósito es muy diverso y que ahora son el hogar de decenas de cientos de supervivientes y refugiados.
Vehículos terrestres: dentro de este tipo se incluyen todos los vehículos que no están diseñados o no son capaces de moverse por el espacio como camiones, tanques, coches, motocicletas...De diseño variado dependiendo del planeta, con el ataque Cylon a las Colonias y el abandono del espacio conocido por la flota superviviente, pocos ejemplos de dichos vehículos existen dentro de la misma. Por el contrario, en la Cáprica ocupada y las otras Colonias, donde los supervivientes luchan contra los Cylons, dichos vehículos son altamente útiles.
 
Sistemas.
 
Todos los vehículos independientemente de su diseño y propósito tienen una serie de características en común.
Potencia: La potencia de la mayoría de los vehículos coloniales está generada a partir de la fusión del mineral Tylium. Las plantas de fusión de dicho mineral son altamente efectivas y son capaces de operar durante largos períodos de tiempo sin necesidad de someterse a revisión. El Tylium en estado natural es un mineral altamente estable pero una vez que se rompe y es mezclado químicamente en las primeras fases del refinamiento se vuelve altamente explosivo, aunque una vez procesado dicho peligro cesa volviéndose otra vez estable. Las plantas de fusión de Tylium son extremadamente fiables en su funcionamiento pero la mayoría de las naves poseen su propio suministro de potencia mediante retroalimentación usando otras fuentes alternativas como el Hidrógeno-Oxígeno cuyas plantas son más baratas y generan una energía más limpia.
Propulsión: mientras que en el caso de los vehículos terrestres potencia y propulsión es básicamente lo mismo, las naves espaciales tienden a tener 3 sistemas distintos de propulsión: los dos más estándar son la velocidad subluz y el FTL. Existen también sistemas de escasa autonomía pero están limitados a las naves de combate y a las lanzaderas.
 
RCS: Los sistemas de autonomía escasa son usados por gran cantidad de naves secundarias coloniales. Estos vehículos operan desde naves más grandes, estaciones o bases y raramente viajan más allá de las dársenas de los puertos. El Sistema de Control de Reacción (RCS) es más un sistema de dirección y maniobra que un sistema de propulsión propiamente dicho pero su uso es muy habitual. RCS permite el control de la nave mediante la torsión, usando pequeñas ráfagas de energía para guiar las naves. Se puede usar así para hacer pequeñas correcciones tanto en la atmósfera como en el espacio de la situación de una nave y permite aterrizar de forma más suave. Además permite que las estaciones espaciales mantengan su órbita y posición con el mínimo gasto de recursos.
 
Velocidad subluz: la velocidad subluz es usada principalmente para viajar dentro de un mismo sistema solar. Antes de la invasión las naves coloniales dotadas de este sistema podían viajar entre los mundos y diversos satélites en cuestión de horas dando a las Doce Colonias de una gran movilidad. Fuera del sistema solar, la velocidad subluz apenas tiene algo de utilidad.
 
Velocidad superior a la de la luz (FTL): Las naves dotadas de sistemas FTL en realidad no viajan a una velocidad superior a la luz sino que realmente se teletransportan instantáneamente de un punto a otro del espacio mediante la apertura de atajos estelares. Normalmente cuando una nave viaja mediante este sistema las personas que van en su interior tienen la sensación de que han dejado su estómago atrás aunque con el tiempo el cuerpo se va acostumbrando y la desagradable sensación y ligero mareo termina por pasar.
 
La tecnología FTL requiere de una supervisión larga, compleja y casi constante. Debido a su gran sensibilidad y su gran gasto de potencia normalmente permanece inactiva y sólo cuando un salto se va a efectuar es activada. Basándose en cuidadosos cálculos el salto FTL puede ser extremadamente preciso. Puede ser usado en el espacio e incluso en la atmósfera aunque en este último caso es necesario tener unas coordenadas aéreas muy precisas antes de ejecutar el salto porque cualquier error de cálculo puede llevar al choque contra la corteza terrestre o incluso a aparecer dentro de ésta enterrado a kilómetros profundidad. Los sistemas coloniales de navegación FTL están limitados por gran cantidad de factores como el combustible, la capacidad de computación o las fuerzas gravitacionales. Estas condiciones crean una imaginaria esfera entorno a la nave que marca el límite de un salto seguro. Ir más allá de la línea roja es posible pero extremadamente peligroso, ya que una nave podría materializarse dentro de un cuerpo estelar o fuera de la ruta.
 
Debido a que el sistema FTL es muy costoso y necesita constante mantenimiento, muchas naves coloniales no lo poseen. Dichas naves fueron dejadas atrás durante el éxodo tras el ataque Cylon ya que el constante salto y cambio de posición era necesario para poder escapar de ellos. Los avances Cylon en la tecnología FTL son grandes y superan los de los humanos de tal forma que pueden ejecutar saltos más eficientes y a una mayor distancia y sus sistemas de navegación son superiores, hecho que conviene tener siempre presente.
Cargando editor
05/12/2008, 14:41
Director 2

Soporte vital: Viajar a través del espacio requiere el mantenimiento de seis funciones básicas por parte del soporte vital: la eliminación de desechos, la depuración de aguas, el suministro de aire fresco y oxigenado, la generación de gravedad, el control de la temperatura y los sistemas antiincendios.
Aire: una adecuada mezcla de gases es necesaria para poder respirar. Los gases producidos por la respiración humana deben ser cuidadosamente filtrados fuera antes de que saturen la atmósfera del interior de la nave. Asimismo debe de ser mantenido un rango relativamente estrecho y constante de presión de aire. La mayoría de los sistemas empleados en dicho mantenimiento usan ordenadores para monitorizar el flujo de aire y la presión dentro del vehículo y numerosas escotillas y puertas de seguridad pueden cerrar y aislar las secciones que han sido dañadas para mantener la atmósfera.
Medio ambiente: Los humanos necesitan un ambiente estable y relativamente cálido para poder vivir. Complejos ordenadores y sensores mantienen el mortal frío espacial fuera de la nave. Los sistemas de transferencia de calor, los radiadores y humidificadores producen un ambiente habitable para el ser humano manteniéndolo constante.
Fuego: es un constante peligro especialmente dentro de aquellos vehículos con una atmósfera cerrada. Las naves coloniales están dotadas de programas de seguridad y equipamiento para la prevención, detección y supresión de los incendios aunque en ocasiones los accidentes ocurren. Por ello hay que estar siempre vigilante. Desde el ataque Cylon la sobresaturación y limitación de los recursos de la flota superviviente han aumentado el peligro de la generación de incendios no controlados. Con el tiempo los sistemas de detección, alarma y de aviso tienden a fallar volviéndose menos efectivos y, lo que es incluso peor, los supervivientes en ocasiones se han visto obligados a reutilizar los sistemas de control de incendios en la ejecución de otras actividades más vitales.
Cuando un incendio se descontrola en el interior de una nave el método más efectivo para extinguirlo es abrir las secciones afectadas al espacio exterior y ventilarlas ahogando el fuego al suprimirle el oxígeno. Sin embargo, dado que las naves coloniales supervivientes están masificadas esta opción no sería muy viable y la primera línea de defensa serían los extintores no tóxicos y el equipo de protección antiincendios.
Comida: la flota tiene que alimentar a cerca de 50000 supervivientes. Gracias a los dioses un gran número de naves comerciales se unieron a la flota justo antes del éxodo y desde entonces se dedican al suministro de comida. A través de un cuidadoso racionamiento, dichas reservas de comida podrían durar largo tiempo. A los productos que están en sus bodegas se une la producción permanente de una nave agrícola que se dedica al cultivo de diversas plantas y algas que un vez refinadas dan lugar a un suplemento proteínico muy rico. Por desgracia, muchas de estas algas tienen un sabor muy desagradable pero eso no importa cuando se tiene en mente que mantienen a la gente con vida. Tanto las reservas como las distintas cosechas se almacenan en dicha nave agrícola siendo repartidas desde ella al resto de la flota.
Gravedad: La falta de gravedad es uno de los aspectos más perjudiciales del viaje espacial. Sin una forma de saber lo que está arriba o abajo el cerebro humano es incapaz de orientarse y en casos extremos es posible que la persona incluso llegue a perder la conciencia de donde están sus propios miembros. Además, en condiciones de ausencia de gravedad los nervios y músculos se deterioran dejando a la persona tan débil que ni siquiera se puede incorporar o desplazarse hacia una zona con gravedad. Por tanto, un mecanismo de generación de gravedad artificial es necesario para poder pasar un tiempo en el espacio. La forma más fácil es mediante la tecnología rotacional pero, aunque efectiva, genera numerosos problemas por lo que no se suele usar. La forma más usual de generación de gravedad es mediante el uso de tecnología basada en los campos magnéticos y, aunque el ponerlo en marcha es sumamente difícil, una vez que la gravedad ha sido establecida en el interior de una nave pocos recursos se tienen que dedicar a su mantenimiento. En líneas generales, la gravedad artificial es exactamente igual que la natural por lo que en teoría permite el viaje espacial por tiempo indefinido.
Sistemas médicos: el viaje espacial es un asunto peligroso de forma habitual pero en situaciones de guerra aún más. Debido a ello todas las naves tienen algún tipo de sistema médico a bordo. En las naves más pequeñas éste no suele ser más grande que un armario y suele estar equipado con poco más de lo que habría en el interior de una ambulancia. Las naves más grandes dotadas de una gran tripulación o aquellas en las que probabilidades de un accidente son grandes (como las naves refinería) los recursos sanitarios son mayores.
Desechos y reciclado: los desechos son tratados de diversas formas en el interior de las naves: incineración, eyección al espacio o almacenamiento. Sin embargo el más usado es el reciclado y prácticamente todos los residuos y desechos generados por la flota son reciclados y reutilizados de una forma u otra.
Agua: la tecnología actual del reciclado del agua es tan eficiente que una nave militar como Galactica podría operar durante años sin necesidad de acudir a una fuente de agua dulce. Esto es válido para la gran parte de las naves más grandes de la flota pero no para todas. En algunos casos, el agua usada es llevada o bombeada a aquellas naves cuya efectividad para su reciclaje es mayor, aunque algo de agua se pierde durante la transferencia. El beber agua reciclada puede sonar desagradable pero frecuentemente es más limpio que muchas de las aguas consideradas como potables de las Doce Colonias. La decisión de todas formas es fácil: o la bebes o te mueres de sed.
Sistemas secundarios: de acuerdo con los códigos de mantenimiento coloniales las naves espaciales deben de operar con dos sistemas de retroalimentación. El primero, o sistema auxiliar, permite el uso limitado de casi el 100% de los servicios de una nave mientras que el segundo, conocido como sistema de emergencia, provee de la potencia mínima para mantener la tripulación con vida mientras la nave vuelve a funcionar de manera normal.

Sistemas Com/Sen: Las naves espaciales poseen diferentes tipos de ordenadores y sistemas de detección sin los cuales el viaje a través del espacio y la comunicación serían imposibles.
Ordenadores: como sistema de defensa contra una posible infiltración durante la primera guerra Cylon las Colonias se deshicieron de los ordenadores más avanzados dotados de capacidad para conectarse en red. Sin embargo, tras cuarenta años de paz los sistemas en red han vuelto a ser introducidos, incluso en el propio cuerpo militar, y solo aquellas naves no dotadas de sistemas en red como Galactica o aquellas dotadas de ordenadores demasiados primitivos fueron inmunes a las tácticas Cylon durante el ataque. Las naves espaciales tienen cientos de ordenadores que controlan los distintos aspectos de la vida a bordo y del funcionamiento de la misma, siendo la clave de su funcionamiento el hecho de que están aislados unos de otros y, por tanto, no son susceptibles de interferencias externas. Algunos ejemplos de ordenadores son los siguientes:
    • Ordenadores aviónicos: son los que están a bordo de los vipers y los raptors. Suelen constar de una línea de comunicación no direccional de alcance medio para contacto nave-nave y planeta-nave, un programa DRADIS para la detección de enemigos y la ejecución de maniobras de vuelo, un transpondedor colonial para el IFF (que comunicalos códigos coloniales para identificar a la nave como amiga), un sistema de navegación estelar a velocidad subluz o para viajes FTL y un programa de contramedidas electrónicas (EC). Este último programa controla todos aquellos sistemas que son usados para confundir al DRADIS de los enemigos y sus armas. En un Viper el EC es en gran parte autónomo realizando de manera automática las contramedidas apropiadas cuando detecta un peligro aunque el piloto puede en todo momento controlarlo. En un Raptor el oficial ECO generalmente monitoriza el EC durante una batalla y despliega todas las contramedidas necesarias aunque el sistema puede ser programado para dar una respuesta autónoma.
    • Control de daños: el ordenador DC alerta a toda la tripulación acerca de algún posible daño que haya sufrido la nave, dando información sobre las características del mismo y sus repercusiones sobre la integridad operacional. En las naves más grandes incluso el DC puede activar sistemas DC remotos que de manera autónoma lleven a cabo sus propias contramedidas o arreglar el daño recibido. El ordenador DC principal se encuentra en el CIC pero otras partes vitales de la nave como la proa, la popa, babor y estribor tienes sus propios ordenadores DC auxiliares. En las naves más pequeñas como los Raptor dicho ordenador sólo se limita a informar de los daños recibidos.
    • FTL: este sistema de navegación tiene su propio ordenador en el CIC. Se encarga de hacer los complejos cálculos para el salto a partir de las coordenadas que le da el Oficial Táctico.
    • Control de fuego: este ordenador se encarga del manejo en las naves militares de las armas ofensivas y de las torres y puntos de defensa. Aunque normalmente tiene casi total autonomía en cualquier momento puede ser puesto en control manual.
    • Navegación: conocido comúnmente como el ordenador Nav se dedica a marcar la posición del vehículo, monitorizar la posición de otras naves y otros objetos situados en las cercanías y coordinar la velocidad subluz.