Some rules I was musing over today whilst at work:
Colonial Battlestar Galactica 200pts
Cruiser/8 Speed20/Turns45 Shields0 Armour6+ Turrets2
Dorsal Bombardment Cannon R30 FP8 all round
Port/Starboard Firing Solution R30 Special L/R
Port/Starboard Launch Bays N/A S6 all round
Vipers: Fighter Bombers
Raptors: Assault Boat. If surviving in a wave, makes Vipers Resilient.
Strike Raptors: Torp Bomber.
Firing Solution: A Battlestar may lay down suppressing fire with her broadside batteries. The firing solution is fired in the shooting phase, and remains active until the Battlestar's next shooting phase. The firing solution is defined as the region within the max range of the firing solution, bounded by the arc it is fired in. Until then, any ordnance marker (friend or foe) that passes through the firing solution is removed on a 4+. If the ordnance passes through multiple firing solutions, it is removed on a 3+, but do not roll twice. Roll each marker separately. Eg, a wave of 4 AC roll 1,1,4,5, and is reduced to 2 AC. A torpedo salvos of 6 rolls 6D6, and is reduced in strength by 1 per 4+. AC on CAP are unaffected.
Cylon Base Ship 200pts
Defence/8 Move10/Special Shields0 Armour 5+ Turrets0
Dorsal Torpedo Silos Speed30 S12 all round
Dorsal Launch Bays N/A S12 all round.
Move: The base ship may move 10cm in any direction during the movement phase.
Guided Torps, may turn 45' at beginning of Ordnance Phase.
Unlimited Ordnance: The Base Ship may always fire half its ordnance, whether or not it fails to reload.
Raiders: Fighter Bombers
Heavy Raiders: Assault Boats with +1 modifier to Hit&Run.
The goal is that a Battlestar is just about able to defend itself against a Base Ship, which will sit outside the firing solution, firing homing torps through the solution, will probably get quartered by 2 ordnance phases in the solution, whilst the raiders outnumber the vipers, and will fly around the firing solution. This forces the battlestar to use its bombardment cannon defensively, and combined with the base ship's better manoeuvrability it should be able to grind the battlestar down, despite its 6+ armour and 2 turrets. If the Battlestar does get to go on the offensive, the base ship's lack of turrets and vulnerability to the bombardment cannon will see it quickly overwhelmed.
Two more battlestar variants:
Colonial Battlestar Pegasus 350pts
Battleship/12 Speed15/Turns45 Shields0, Armour6+, Turrets3
Prow Bombardment Cannon R15 S6 F
Dorsal Bombardment Cannon R30 S10 all round
P/SB Firing Solution R45 Special L/R
P/SB Launch Bays N/A S10
Colonial Battlestar Valkyrie 100pts
Cruiser/4 Speed25/Turns45 Shields0/Armour6+/Turrets1
Dorsal Bombardment Cannon R30 S6 all round
Port/SB Firing Solution R15 Special L/R
Port/SB Launch Bays N/A S4 all round