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Author Topic: BSG Colonial Military Info  (Read 2361 times)

March 16, 2012, 02:53:44 AM
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Part I:

Here's something I posted on the old Cortex Boards a long time back......I have gone through it and updated it; and am posting it here in case anybody wants to use it for any PBP games on this site. It's a hodgepodge of info about ranks, ship types, plane data, unit organizations, etc. Not listed in any particular order.

Note: Much of this NOT cannon; and is just my "take" on military organization in the Colonial Fleet/Marines right before the 2nd Cylon War begins. Hopefully somebody finds it usefull! :)

Ranks: (Fleet/Marine)     (Typical time in grade before promotion)

Officers (Lowest to Highest):
O1:  Ensign (ENS) / Subaltern (SUB)            1 year
O2:  Junior Lieutenant  (JRLT) / 2nd LT                   3 years
O3:  Senior Lieutenant (SRLT) / 1st LT                           4 years
04:  Captain (CAPT) / Captain                                      5 years 
O5:  Major (MAJ) / Major                                              5 years
O6:  Colonel (COL) / Colonel                                          5 years
07:  Commander (CDR) / Force Commander (FCDR)         5 years
O8:  Rear Admiral (RADM) / Major General (MAJ. GEN)    *
O9:  Vice Admiral (VADM) / Lt. General (LT. GEN)            *
O10: Fleet Admiral (FADM) / General (GEN)                   *

*Flag officers: O8-O10s; do not have typical time in grade before promotion requirements....they are promoted as slots become available or are created......

Enlisted (Lowest to Highest)

E1:  Deckhand Recruit (DKH REC) / Private (PVT)                       1 year
E2:  Deckhand Apprentice (DKH APR) / Private 1st Class (PFC)  2 years
E3:  Leading Deckhand (LED KH) / Lance Corporal (LCPL)          2 years
E4:  Specialist (SPEC) / Corporal (CORP)                                     2 years
E5:  Petty Officer 2nd Class (PO2) / Sergeant (SGT)                     4 years
E6:  Petty Officer 1st Class (PO1) / Staff Sergeant (SSGT)             4 years
E7:  Chief Petty Officer (CPO) / Gunnery Sergeant (GY SGT)           *
E8:  Senior Chief Petty Officer (SCPO) / 1st Sergeant (1st SGT)       *
E9:  Master Chief Petty Officer (MCPO) / Sergeant Major (SGT MAJ)     *

*Senior NCO ranks (E7 and up) do not have typical time in grade before promotion requirements....they are promoted as slots become available or are created......

March 16, 2012, 02:54:49 AM
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Part II:


-Junior Officers are officers of O4 rank and below, Senior Officers are of ranks O5-O7 and Flag Officers are O8 and above.

-Junior Enlisted are ranks E1-E4, NCOs (Non-Commisoned Officers) are ranks E5-E6 and Senior NCOs are ranks E7 and above.

-Offically, officers are to be addressed as "Sir" or "Ma'am" by all Enlisted and any officers who are of a lower grade than they are. Junior Officers are frequently referred to by both lower and higher ranks as "Mister/Mrs. X"; and officers or enlisted are often addressed by thier rank instead of in "Colonel, I have the position of that DRADIS contact!" Enlisted men may be referred to by name by other Enlisted men of any rank...though very junior Enlisted rarely address senior NCOs that way. Officers of the same rank may address each other by name, and typically, officers within one rank of each other address each other by name, though this is not "offical" policy.

-Lieutenants of either service are almost always addressed as "Lieutenant" in place of "Junior Lieutenant" or "1st Lieutenant", unless its an official occasion. Likewise, all Admirals and Generals are typically addressed as "Admiral" or "General" and Deckhands of any kind are addressed as "Deckhand".

-Petty Officers are almost never addressed as such....rather they are usually referred to by the other portion of thier rank, such as "2nd Class Dualla is manning the comms" or "Senior Chief Parker is supervising the Viper repairs".

-Marine Force Commanders are frequently referred to as just "Commander".

-Sergeants of any kind may be referred to as "Sergeant" or "Sarge", but most Gunnery Sergeants will be addressed as "Gunny" or "Guns" and most Sergeant Majors will be addressed as "Sgt. Major".

Roles and Responsibilities:

O1s (Ensigns and Subalterns) are essentially "student ranks"...meaning that they hold no command positions, except in dire circumstances, but tend to be assigned as "assistants" and "junior officer personnel" in various departments or vessels or bases. Examples include: "Assistant Navigation Officer" or "Executive Platoon Officer", or one of many pilots in a Viper or Raptor Squadron.

O2s: A slight (but important) step up, this rank is also largely seen as a "student rank" but with some increased responsibilities such as being the "Leader" of a pair or quartet of Vipers (as opposed to the "Wingman") or as a Platoon Leader in the Marines. On smaller or older vessels or Posts/Bases, they may head non-critical departments.

03s: The first of the significant responsibility officer ranks, O3s would be assigned as Flight Leaders in a Squadron (4 Vipers), Senior Platoon leaders in a Marine Company, many department heads on Fleet vessels would hold this rank (such as Lt. Gaeta on the Galactica).

04s: The first of the "command" ranks, 04s hold vital Tactical command roles: Squadron Leaders and CAGs of "short" Air Groups, Marine Company Commanders, X.O.s on Escort and Support vessels, Commanding Officers of small Patrol vessels, etc.

05s: The first of the "senior" ranks, and the rank where most officers top-out at; Majors hold many vital tactical and strategic roles...such as CAG of a standard "alpha" Air Group, X.O. of a Marine Corps Battalion or the C.O. of an Escort or Support class vessel, etc.

O6s: A vitally important rank, this is the rank of Commanding Officers of Large Cuiser class vessels, Marine Battalions, X.O.s on Battlestars, C.O.s of Gamma Air Groups; Chiefs of Staff for Flag Officers, etc.

O7s: Typically seen as the most "coveted" of Command ranks, these are the Commanding officers of the largest, non-wartime deployed units; Commanding Officer of a Battlestar and its attendant group of ships; and the multi-battalion Marine Expeditionary Forces/Regiments; these are the last ranks before the "Flag" ranks.

O8s: The first of the Flag Officer ranks; this was once a "desk" only rank with command of Shipyards, Large Military Bases and institutions such as Academies, Marine "Divisions" which are typically scattered throughout the Colonies, etc., but the introduction of the large Mercury class Battlestar has seen the rank of Rear Admiral utilized for field command of these massive vessels and thier support group of vessels; and in the event of war, Marine Major Generals would lead Divisions of troops into battle if needed. (There hasn't been a Marine formation this large since the Cylon War)

O9s: Very few officers hold this rank, these are the "District" and "Department" heads of the entire Fleet and Marine Corps. The Head of Fleet Intelligence for example would be a Vice Admiral, as is the Head of Colonial Marine Corps Armor Forces. These individuals wield enormous power in thier respective branches of the mlitary.

O10s: This is a single individual of each branch of service...the CINC (Commander in Cheif) of the Fleet and Commandant of the Colonial Marine Corps.

E1s: Initial Enlisted rank, earned right after passing boot camp; E1s are assigned according to thier capabilities as defined by a series of tests, such as Infantry, Mechanics, Intel, Engineers, Admin, etc.

E2s: Not much different than an E1 except for a slightly higher paycheck, E2s are found throughout the Fleet and Marine Corps working simliar tasks as E1s.

E3s: A slight increase in responsibilities falls on E3s, such as being supervisors for small groups of low ranking Enlisted men, etc.

E4s: This ranks is much like that of E3s, only with even more of an increase in responsibilities, an E4 can expect to be the second in command of an eight man Marine squad or lead a Tech team on working on a Viper.

E5s: The first of the NCO ranks, this rank sees the Enlisted man have a significant role in supervision such as leading an 8 man Marine squad or heading a "deck gang" of repair/ordance techs on a Patrol class vessel.

E6s: Even more responsibility falls on Enlisted men of this rank; these are usually the senior NCOs of a Marine platoon or the head of a tech team on an Escort or Support class ship.

E7s: The first of the senior NCO ranks, Enlisted men of this rank have typically been serving for 15+ years and are according a great deal of respect for the knowledge they have picked up during their service. They frequently hold many of the coveted positions for senior enlisted men such as head of a deck gang on a Cruiser or Battlestar class vessel, the top enlisted position in a Marine Company, and Head Drill Instructors at Boot Camp classes.

E8s: Very few enlisted men reach this rank, and they are accorded a great deal of respect. Typically the highest enlisted man in a Marine Battalion, the top enlisted person on a Battlestar or Base Station and other similar positions go to those holding this rank.

E9s: The handful of individuals who hold this rank are held in the highest regard by Officers and Enlisted both as their experience is invaluable in ensuring that military operations continue to happen the way they are designed to. These few are scattered throughout the Fleet and Marine Corps, cropping up as the senior enlisted man in an entire BSG or MEF/Regiment or at a Base.
« Last Edit: March 16, 2012, 05:19:26 AM by max_vale »

March 16, 2012, 02:55:44 AM
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Part III:

Military Unit types and descriptions:

Fleet ship types:

Battlestars: A combination of powerful Ship of the Line and Carrier, Battlestars are the heart of the fleet and the pride of the Colonial Military. The ultimate means of "power projection", Battlestars can operate for months on continous duty and carry dozens of fightercraft for all kinds of offensive and defensive missions. They also carry numerous Raptor Multi-Role Vehicles which can operate as Scouts, Pickets, Troop Transports, Shuttles, Emergency Rescue vehicles, etc. They have a crew of thousands and have accurately been described as "miniature" cities.

At present, the Colonial Fleet maintains 124 active Battlestars of 3 classes: 1 original Columbia class Battlestar, 83 Odin class Battlestars and 40 of the new, monstrous Mercury class. The major differences between the 3 types are thier physical size, array of weapons and number of craft carried in thier Air Groups.

-The Columbia class originally had a crew of approx. 5,000, were some 4600 ft. long, carried a battery of 12 twin heavy Railgun turrets, hundreds of point defense autocannons and 12 heavy missile tubes. Her air group consisted of some 64 Viper Fighters, 24 Raptor Multi-Role Craft and 2 Shuttles.
-The Odin class which were introduced in the last years of the war and have served faithfully as the backbone of the fleet ever since, have essentially the same armaments and air group of the earlier Columbia's while being some 1500 ft. smaller in size, having a crew of only 2,000 and being much more manueverable.

-The newest class of Battlestars, the Mercury class are behemoths which are some 1500 ft. larger than the original Columbia class and twice the size of the Odin class. They were introduced to the fleet some 11 years ago, and they are the pride of the fleet. They are skippered by Rear Admirals (the other Battlestars are lead by Commanders) and they have twice the firepower and twice the Air Group of earlier Battlestars; a "Gamma Air Group" of some 128 Vipers, some 4 dozen Raptors and 4 shuttles. All of these planes operate out of 2 massive Flight Pods which are split into dual lauching/landing bays which double the rate of launching and recovering operations from previous Battlestars. They have a crew complement of approx. 3,000.

Strikestars: These cruiser class vessels were introduced in the Cylon War as a vessel designed to work either as a Battlestar's primary escort against heavy capital ships or on long duration independent missions; being powerful enough for strategic "strikes" at enemy rear-area locations. Typically two-thirds the size of a Battlestar, Strikestars have roughly equivalent firepower to a Battlestar and have even heavier armor, and usually carry about 16 Raptors, a pair of shuttles and no Vipers. They are equipped to carry a Company of Marines for various missions if needed. They are commanded by a Colonel and have a crew that's only half the size of a Battlestar's. Currently there are about 90 Strikestars in service, most of them of the Surtur class, which first came into service some 15 years back.

Escortstars: As thier name implies, Escortstars are Destroyer class ships, designed to provide support and protection for Battlestars. They tend to serve as scouts, pickets, flak-support and high speed, highly manueverable attack ships. They are lightly armored in comparison to Battlestars and Strikestars and have about half the firepower of these larger ships. They are usually about 2,000 feet long and have a crew of about 700. They are commanded by Majors. Most have only a single small hanger which holds a flight of 4 Raptors. Some have been modified to serve as "Escort Carriers" and these have even less firepower but they have a single retractable flightpod which holds a "short" Air Group of 32 Vipers, 8 Raptors and a single shuttle. There are well over 400 "standard" Escortstars in service, with most belonging to the Hermes and the Hoplite classes. There are also some 90+ Escort Carriers in service, almost entirely of the Ida class.

Supportstars: About the same length as Escortstars but much thicker and wider, Supportstars were built to do the vital, but non-glamorous work of carrying fuel and ordnance for the other warships in the battlestar group so that the group can sustain operations far from friendly bases and shipyards. They can also be quickly modifed to carry an entire M.E.F. of 4,000 marines into battle if need be, in which case, the upper ordnance bay is converted into a troop berth and the lower tylium hold is turned into a hanger holding 16 Raptors and a pair of shuttles; in addition to the standard flight of 4 Raptors carried in the small hangar bay on the aft of the ship. Supportstars have only minimum armament and typically carry a flight of 4 Raptors for Utility work. They are commanded by Majors and have a crew of about 1,000. There are currently about 150 in service, most of the Hestia class.

Patrolstars: The smallest "warships" in the fleet, Patrolstars are Corvette class ships with very light armaments which really serve as System Patrol and Light Attack Craft. They are usually only some 200 feet long and have a crew of just over 100 along with an element of 2 Raptors. They are commanded by Captains and there are some 300 in service throughout the Colonies. There are numerous classes, but the most common is the Sliepnir class.
« Last Edit: March 16, 2012, 11:14:22 PM by max_vale »

March 16, 2012, 02:56:37 AM
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Part IV:

Marine Units Organazation:

Marines are generally assigned to Ground (Planetside) units or "Independent" units assigned to Fleet ships. "Independent" units are so called because while they fall under the administrative command of whichever Ground unit is closest to their deployed area, during operations, the marines on board fall under the command of the Fleet Commanding Officer of that individual ship or Battlestar Group. 
The following chart is the standard breakdown of most Marine units; which tend to follow the rule of 4; meaning 4 parts make up a larger whole; i.e. 4 squads = 1 platoon; 4 platoons = 1 company; 4 companies = 1 battalion; etc. Note; at the Company level and above; this ratio does NOT include the Headquarters/Support section; but just the 4 Line sections.

Team: 2 Marines working together as part of the buddy system. Any group of marines which is larger than 2 men but less than 8 (a squad) is typically called a Fire Team.

Squad: 8 Marines typically lead by an E5/E6 or O2, known by a number designator (2nd Squad, 3rd Platoon).

Platoon: 32 Marines divided into 4 squads, typically lead by an O2 or O3, known by a number designator (1st Platoon, Alpha Company). Platoons normally have 1 Officer, but occasionally may have an O1 along as an observer or assistant to the Platoon C.O. Senior NCO is usually an E6, but there may be an E7.

Company: 160 marines divided into 4 Line Platoons and 1 HQ/Support Platoon. Led by an O4 with 2 O1s as assistants and typically 1 O3 as a senior Platoon leader with 3 O2s as the other platoon leaders. Senior NCO is usually an E7. Companies are designated with a military alphabet letter (Fox Company, 2nd Batallion). Typically in the Pre 2nd Cylon War Colonies; a Company is the largest sized marine unit which would be deployed regularly aboard a Fleet vessel.

Battalion: 800 Marines divided into 4 Line Companies and 1 HQ/Support Company. A Battalion is commanded by an O6 with an O5 as X.O. and its senior NCO is typically an E8. Battalions are designated with a number (4th Battalion, 101st Regiment or 2nd Battalion, 7th MEF).

Regiment/MEF (Marine Expeditionary Force): A 4,000 man unit which is known as a Regiment if a Ground unit; or a MEF if deployed aboard Fleet Vessels. The Regiment/MEF consists of 4 Line Battalions (800 marines each) and a HQ/Support battalion. A Regiment/MEF is commanded by an O7 and its senior NCO is typically an E9 and possibly may be an E9. A MEF/Regiment is the largest Marine military formation utilized since the end of the Cylon War. Administratively they fall under Divisions, but Divisions are largely organizational units as there haven't been any units of this size in actual operations or Exercises since the end of the Cylon War. MEFs are given a numerical designation that in times of war, MAY be dependent upon what Division they are assigned to (see above), but in actual use, are pretty independent of their assignment. (I.e., the 4th MEF is likely to stay the 4th MEF until and unless a Division is gathered in the field, in which case it might become the 1st MEF of the 7th Division. Regiments on the other hand have a numerical designator that doesnt change; i.e. the 99th Regiment garrisoned on Aerilon will ALWAYS be the 99th Regiment.

(Division: It hasn't been utilized since the Cylon War, but a Division is 20,000 marines divided into 4 Line MEFs/Regiments of 4,000 marines each and a 4,000 marine HQ/Support Regiment. A Division is commanded by an O8 and they have maintained thier numerical codes as an Organizational matter (i.e. Major Geneal Zahn is the C.O. of the 12th Division).

March 16, 2012, 02:57:34 AM
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Part V:

Military Info: Viper and Raptor info/organization:

General Info:

Vipers: A triple-engined, single pilot space-superiority fighter, the Viper has been the been a primary instrument of Colonial Military "Force Projection" for well over 50 years. The Viper Mk. II was made famous during the Cylon war with hundreds of thousands of them produced during the war and the years immediately following. In the four decades since, several new models have come into service, but all are built around the same basic, three engined, aerodynamic design. The current Mk. VII came into service six years ago and is highly regarded by those who fly it.

Raptors: A Multi-Role Craft; the Raptor first came into service in the closing years of the Cylon War as a replacement for the various variants of the standard Colonial SH-1 "Shuttle" that had been developed to meet a variety of battlefield needs. Utilizing a revolutionary compact FTL drive, the Raptor has the ability to make up to 20 FTL jumps and can therefore be used as an advance scout for Battlestar Groups. The MRV also carries a powerful DRADIS suite and wireless so that it can serve as a "picket" ship for increasing a ship's scanning range and relaying secure messages. These tools also allow it to serve as an Early Warning and Control platform for Fighter squadrons to be "vectored" onto enemy targets. The Raptor also makes use of its powerful electronics suite to generate ECM (Electronic Counter-Measures) for use in "jamming" enemy DRADIS systems and/or weapons "seeking" devices. Finally, the Raptor is equipped with seating for 8; allowing it to serve as a Shuttle or for insertions/extractions of a Marine Squad. Raptors do not typically carry weapons, but may be equipped with hardpoints carrying Missiles, Rocket Pods and Gun Pods. These are usually only utilized for ground attack missions as the Raptor does not make a good Dog-fighter or Assault Plane and lessons from the first war showed that arming Raptors with "defensive" weaponry such as gun-pods tended to make Pilots much more likely to utilize the MRVs in roles they were not built for and this led to unacceptably high losses. Now they are only armed for very specific missions.   

Shuttles: As their name indicates; these craft are primarily used to transport personnel and/or cargo to and from Ships, Space Stations, Ground Bases, etc. Shuttles are older craft which date back to before the Cylon War. These sturdy craft have a cockpit fitted with a pilot and a co-pilot station; although they can easily be flown by a single pilot. The passenger/cargo deck (the Seats all fold up) has accommodations for up to 24 people and the Shuttle carries enough fuel and consumables for up to 48 hours worth of continuous operation.


Vipers and Raptors are as per the BSG rulebook (pg. 144) with the following differences:

-The Viper Mk. VII's three autocannons do d10 damage due to the added third 30mm cannon (vs. the d8 done by the Mk. II's twin cannons) and the Viper MK. II with full ammo load carries enough for 20 firings while the Viper MK. VII carries enough for 30 firings.

-The HD-70 Javelin Missile Launcher is an 8-cell ventral launcher which drops down from the Viper's belly (on both the Mk. II and MK VII) and can hold 8 "standard" Javelin Missiles. Alternately, the Launcher may be removed and replaced with 2 external hardpoints which may each hold 1 Pike Nuclear Missile (d12 Spacecraft Scale short range)

-Raptors are equipped with 2 HD-35 four cell launchers (1 facing front, under the cockpit, 1 facing aft, on center bottom of the Raptor) which may be loaded with either 1 cell Decoys (as per Decoy rules on pg 134) or 2 cell Message Pods (boost wireless range and strength by 2 steps and can be programmed with auto repeat broadcasts). Typically, a Raptor will carry 2 Message Pods in the front launcher and 4 decoys in the rear launcher.

-Raptors may be equipped with 4 external hardpoints, 2 under the wings and 1 on each wing tip. The under wing hardpoints can carry 4 Javelin missiles or 1 Pike Nuclear missile or a Rocket Pod, which carries 12 unguided Light Planetcraft, short range 'missiles', d8 damage. The wing tip mounts can carry a 20mm Gun Pod, which when fired together do Planetcraft, Short range, d6 Damage and have enough ammo for 10 firings. Raptors which carry these weapons on hardpoints have thier speed reduced to 6 (4 atmo) and agility reduced to d6.

SH-1 "Boa" Shuttle:

Agi: d4  Str: d10  Vit: d8  Ale: d6  Int: d4  Will: d4
LP: 14  Init: d4 + d6  Scale: Planetcraft
Speed: 5 (3 in atmo)  Traits: Short Range  Skills: Pilot d4, Mech. Eng. d4
Armament: none
Armor: W1, S1
Crew: 2 (only 1 is required)
Passengers: 24

Notes: I dont really care for the use of chaff/flares as they arent seen on the show and missiles are relatively rare in plane vs. plane confrontations. They decoys which the Raptors carry are primarily meant more to serve as false DRADIS contacts for enemy craft to lock in on and I think that perhaps missiles should have some kind of penalty to hit fast moving craft like Raptors/Vipers/Raiders.

Plane Deployment:

The basic organization of "planes" in the Colonial Fleet is as follows:

-An 'Element' of 2 planes consisting of a 'Lead' and a 'Wingman".

-A 'Flight' of 4 planes consisting of 2 Elements.

-A 'Squadron' of either 16 Vipers, which break down into 4 Flights of 4 Vipers each and an attached Element of 2 Raptor; or an Independent Raptor Squadron of 16 Raptors. Shuttles are deployed 1-4 per ship/base as size/need requires and are therefore never actually broken down into Elements or Flights; but rather utilized as needed.

Typically, Ensigns (O1s) and LTJGs (O2s) are assinged to Elements, with a LT (O3) commanding a Flight and a Captain (O4) commanding a Squadron. Most Viper Squadrons (VS) are comprised of 16 Vipers and an attached Element of 2 Raptors. Administratively, the Raptors belong to a parent Raptor Squadron (RS), but for all practical purposes, they are an organic part of the Viper Squadron. This is done to give the VS an integrated EW (Early Warning) and SAR (Search and Rescue) capability. Independent Raptor Squadrons (RS) exist in significant numbers as well, and typically operate as versatile 'utility' squadrons, serving as scouts, EW pickets, Electronic Warfare platforms, shuttles and Marine Landing/Boarding craft. About half of the Raptor Squadrons are further broken down into separate Elements and Flights which are assigned to individual ships throughout the fleet.

A number of squadrons all assigned to the same ship, space station or base are organized as an 'Air Group'

An 'Air Group' is typically comprised of 3-12 Squadrons; usually designated as:
An 'Alpha Group', the standard Air Group of most Battlestars and Bases, consisting of 4 Viper Squadrons, 1 Independent Raptor Squadron (not counting the 8 Raptors integrated into the Viper squadrons) and 2 utility shuttles. Total is 90 aircraft: 64 Vipers, 24 Raptors and 2 Shuttles. An Alpha Group is commanded by a Major (O5).

A 'Short Group', the standard, smaller Air Group of Escort Carriers and some smaller bases, a Short Group consists of 2 Viper Squadrons (each with a pair of Raptors integrated) and an Independent Flight of 4 Raptors, for a total of 32 Vipers and 8 Raptors all together. A single shuttle is also usually included in such a group for a total of 41 craft. A Short Group is usually commanded by the senior Captain (O4).

A 'Gamma Group'; these large groups are assigned to the huge Mercury class Battlestars and to very large bases such as Fleet Headquarters at Picon and the primary shipbuilding/repair yards at Scorpia. A Gamma Group is comprised of 8 Viper Squadrons, 2 Independent Raptor Squadrons and 4 Shuttles for a total of 180 craft. 128 Vipers, 48 Raptors and 4 shuttles.

There are occasionally different types of 'ad-hoc' air groups; such as composite groups consisting mostly of Raptors with a possible Flight or two of Vipers for Marine "Assault Ship" configured Supportstars. Smaller Space Stations and Bases may carry a single squadron or something between the sizes of a single squadron and a short Air Group. These though, tend to change with Exercises and deployments and are rarely "standard" formations.

March 16, 2012, 03:04:19 AM
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Part VI:

Colonial Military Combat Awards:

In order from Highest to Lowest:

CMH: Colonial Medal of Honor: The highest of awards, this Medal is given only to those who have shown extreme heroism in combat situations and is almost always a posthmous award. There have been no CMH winners since the end of the Cylon War. A winner of the Medal is entitled to recieve salutes from ALL enlisted and officer ranks, regardless of thier senority in relation to the winner.

CC: Colonial Cross: The next highest award, the Colonial Cross is likewise given to those who have shown the highest degree of heroism in combat situations and unlike the CMH, the Cross is only given posthmously about half the time. There have been a very few (less than 10) winners of the cross in the brushfire, piracy and terrorist actions which have occured since the end of the Cylon War.

DPM: Distinguished Pilot's Medal: An award for extreme heroism under fire for Pilot's, this award was created early in the Cylon War for pilots who showed extreme heroism in the 'skies', fighting the Cylons. There have been only a handful of winners of this medal since the end of the Cylon War.

PS: Platinum Sun: The third highest award for Combat heroism, Platinum Sun winners actually have a high degree of survivability and there have been about two dozen winners since the end of the Cylon War.

GS: Gold Sun: This has become almost the 'standard' award for combat heroism and several hundred have been given since the end of the Cylon War.

PM: Pilot's Medal: The 'standard' award for Pilot's showing heroism under combat conditions. There have been about two dozen winners of this medal since the end of the Cylon War, typically for actions fighting pirates.

CT: Crimson Tear "Blood Drop": This award is given to those who have been wounded in action by enemy fire. The medal itself is in the form of a blood red, tear-shaped pin, which has led to its unoffical name of the "Blood Drop". While not exactly coveted, it has become, far and away the most awarded medal since the end of the Cylon War.
« Last Edit: March 16, 2012, 01:54:12 PM by max_vale »