[GZG] Reimagined Battlestar Galactica
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
mothership. Naturally, the Makeshift Mothership cannot rearm or repair
fighter squadrons.
Not too sure how many points this should cost, if any. (Yes, I've seen
the
Parasite Rack and 30 points seems overpriced). The disadvantage of
having to
defend civilian ships more than makes up for the surprise fighter
screen.
The Man in Black is : Kenneth Scroggins
Novus Ordo Seclorum : Annuit Coeptus : E Pluribus Unum
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