[GZG] Reimagined Battlestar Galactica

1 posts ยท Dec 29 2005

From: The Man in Black <mib.zero@g...>

Date: Thu, 29 Dec 2005 11:16:38 -1000

Subject: [GZG] Reimagined Battlestar Galactica

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http://lists.csua.berkeley.edu/mailman/listinfo/gzg-l CYLON VIRUS
EMITTER

This weapon system is based on the Type One Ion Cannon from the W&D archive,
Star Wars Genre.

Cost, Mass and Firing Arcs equivalent to a class 2 battery.

Roll 1 dice at 20", 2 dice at 10"

1 hit on a 4-5, 2 hits on a 6, no rerolls.

Each hit forces a threshold check on shipboard systems in the following order:
Shields, Electronics/ECM, Sensors, Fire Control, FTL, Main Drive

Cylon Raider fighters can also emit virus for +20 points.
When fighter mounted, the range is reduced. Each Fighter Squadron rolls 1 dice
at 12", 2 dice at 6".

Also, the Virus Emitter can be used as a sort of ECM to steal or disable enemy
missiles. It takes 1 hit to disable a salvo missile (6 hits total for the
entire salvo) and 2 hits to take control of larger missiles. Not sure how much
more points this should cost.

COLONIAL DEFENSE MAINFRAME

This scenario specific system gives capital ships in the Colonial Fleet a
first strike ability during the first turn of combat only. Damage from
Colonial weapons fire is resolved BEFORE the enemy can shoot back. Colonial
Fighters plugged into the defense mainframe also receive the first strike
ability on capital ships (including PDF which normally shoots before all
fighter attacks) during the first turn of combat only. Networked fighters
receive the benefit of the first strike attack on enemy fighters throughout
the scenario.

The Defense Mainframe is usually located on a planetary surface, or onboard a
Battlestar, making it difficult to eliminate. In a crossover scenario it costs
10% of the total fleet points to deploy. In a scenario against the Cylons, it
costs the CYLONS 10% of their fleet total. Basically, when the Cylons take
over and disable the Defense Mainframe, they get to turn the Colonial Fleet's
own special ability against them.

CYLON SABOTEURS

In a campaign you are limited to 12 models of saboteurs total. In a scenario
you are limited to purchasing 1 saboteur for each Basestar you deploy. The
effect of the Cylon Saboteur is to damage shipboard systems. Crew factors
representing Colonial Warriors/Marines must be assigned to guard
critical components, including core systems. The more warriors guard a system,
the more difficult it is to sabotage. To successfully destroy a system, the
saboteur player must roll higher than the number of guards/crew factors
on a system. 6 or more guards make a system immune to sabotage, 0 guards and
the system is automatically damaged.

Option One: If the saboteur player rolls a 6, the saboteur is a sexy blonde
supermodel wearing a slinky red dress and she rolls again for another
shipboard system.

Option Two: If the saboteur player rolls a 6, the saboteur is a sexy blonde
supermodel wearing a slinky red dress and she fraks up the system beyond
repair.

Not sure how many points this should cost... maybe 40 per saboteur?

HIDDEN DEPLOYMENT OF VIPERS

In episode 1.10, Hand of God, Starbuck's clever plan involved concealing a
number of vipers on some industrial civilian ships in order to deceive the
Cylons. To simulate this in the game, 1 or 2 squadrons from a Battlestar
with a Rag-Tag Fleet can be concealed on a civilian ship. The Civilian
ship must be at least 3 mass per fighter (requiring an 18 mass ship for a full
squadron). If Cylon Raiders attack a ship with concealed Vipers, the Vipers
immediately deploy as a fighter screen protecting their jury-rigged