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Battlestar Galactica: Exodus Expansion» Forums » Variants

Subject: Let's design a Colony mechanism! rss

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Dorian Hawkins
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In fact, why not build the Rebel Basestar around that?

Have "Basestar Indicator" icon which is either A, B and C.

1. Rebel Basestar Armaments (Action); damage Rebel Basestar and;

A. Nothing
B. remove 3 raiders from target space area.
C. damage target Basestar twice

2. Rebel Basestar Hybrid (Action); look at the top card of x deck and choose to replace or bury it;

A. Crisis Deck
B. Nothing
C. Destination

3. Rebel Basestar Bridge (Action); set Basestar indicator to A, B or C.

If A, when Galactica should be damaged by an attack, damage Rebel Basestar instead.

If B, when a Civilian Ship should be destroyed by an attack, damage Rebel Basestar instead.

If C, nothing happens.

4. Living Technology (Action); repair a Rebel Basestar location.


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David Turczi
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We're using this.


Does the "If A..." stuff happens if Rebel Basestar Bridge (We REALLY need a new name for it) is damaged?
And why is the first location self damaging? What's the point?

And can damage be assigned to this Basestar or can it only be redirected using the "If B" part?
 
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Dorian Hawkins
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TDaver wrote:
We're using this.


Thanks

Quote:
Does the "If A..." stuff happens if Rebel Basestar Bridge (We REALLY need a new name for it) is damaged?


If the location is damaged, then the action doesn't trigger.

Quote:
And why is the first location self damaging? What's the point?


Its a balancing act. You can basically neuter (with a small chance of destroying) a basestar in play without spending a card or rolling a die.

Quote:
And can damage be assigned to this Basestar or can it only be redirected using the "If B" part?


I don't think you should be able to assign damage to the Rebel Basestar. Pegasus, yes. Thematically it makes no sense to be able to do it and from a game point, it makes the two boards more distinct.
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Dominic Bennetts
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Using your idea of the Rebel Basestar using a Basestar Indicator, and your basic structure, here's what I mocked up. I'd imagine the board would have each location listed with just the action, and down the side, or along the bottom of the board, in a section with the Indicator, each location's Special would be listed. In my variant, each location can be damaged except the Biomechanical Structure, and if all 4 are damaged the RBS is destroyed.

Admittedly, I may have made it too complex. I like the basic idea you've proposed, DTHz, I just think it could be elaborated on a little more.

Raider Launch Node
Action: Activate up to 3 Rebel Raiders.
Special: Rebel Raiders gain the following bonus, based on what the Basestar Indicator is set to:
A) Nothing
B) -2 to attack rolls by Cylon Ships against the Rebel Raiders
C) +1 to attack rolls against Cylon ships

Missile Battery
Action: Damage the Rebel Basestar, then damage 1 enemy Basestar.
Special: Missile Battery gains the following bonus, based on what the Basestar Indicator is set to:
A) When the action is used, damage enemy Basestar twice instead of once.
B) Nothing
C) When the action is used, destroy up to 3 enemy Raiders in the same sector as the enemy Basestar.

Datafont
Action: Change the Basestar Indicator to A, B or C, then gain 1 action.
Special: When another ship in the fleet would be damaged or destroyed, instead place 1 damage token on the Rebel Basestar if the original ship is:
A) A civilian ship
B) Galactica
C) Do not reallocate damage tokens to the Rebel Basestar

Rebel Hybrid
Action: Look at the top card of the deck indicated by Rebel Hybrid's Special Ability and place it on the top or bottom of that deck.
Special:
A) Crisis Deck
B) Destination Deck
C) Skill Deck of your choice. You may add the card you look at to your hand instead of placing it on the top or bottom of the deck.

Biomechanical Structure
Action: Repair 1 location on the Rebel Basestar, or up to 3 Rebel Raiders.
Special: At the end of each Human or Rebel Cylon player's turn, roll a die. If the result is 5+ activate the following ability:
A) Repair 1 Rebel Basestar location or up to 3 Rebel Raiders.
B) Current player can discard 2 Treachery cards. If they do, increase the Jump Track by 1.
C) [Not sure what to put here, no idea what could thematically be tied to the living nature of the basestar, aside from self-healing and living brain computational power for jumps]

Rebel Raiders
Rebel Raiders cannot be piloted, and act like regular Vipers in most respects, including attacks and taking damage. However, they are treated separately to Vipers and standard Raiders, so can't be destroyed by Authorization of Brutal Force, affected by Viper skill cards, etc. Additionally, while you can only have 3 on the board at any time and they cannot be destroyed, only ever being sent to the damaged area to await repairs, to represent their self-healing nature and how Basestars usually have huge numbers of them.
 
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David Turczi
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EDIT: added the whole ruleset here

There is no sleeper phase. At distance 4 (after first jump if going to NC or Colony) there will be a Cylon Civil War. Each revealed cylon (two or three at the time) will receive a Cylon Loyalty. One will say REBEL, while the rest will say LOYALIST.

A Rebel Basestar will jump to the fleet. Damage the Basestar once immediately and place the Rebel Cylon on a non-damaged location (except Biomechanical Structure) of his choice.
Here is the board:

The Rebel basestar has an Indicator. Most of the locations do different things depending on the state of the Indicator (A, B or C). It can be moved by an action (on Data-font).

The Rebel Cylon wins with the humans and may use the text on human cards. He draws a crisis on his turn and may contribute up to 2 cards. (but unlike the infiltrating Cylon Leader he may hold titles, but he's last in every line of succession by default)
The Rebel Cylon draws 3 cards of any different color on his turn.
The Rebel Cylon may not move any human location (but may be sent to Brig or Sickbay and doesn't discard a card when moving back)
Exception: This restriction does not apply during New Caprica or the Battle of the Colony
If the Rebel Cylon is executed discard all his skill cards, move him to the Data-font. Then roll a die. On 4 or less lose a morale. Do not choose a new character

The Rebel Basestar may be visited by humans by discarding 1 skill card (same as Pegasus)
The Rebel Basestar locations (except Biomechanical Structure) can be damaged (by effects on the board, NOT by current player assigning damage.) If all three other locations are damaged and the Basestar is damaged once more: Remove the Basestar from the game and the Rebel Cylon is eliminated and loses.
 
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Dominic Bennetts
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Nice, looks pretty good to me. Now, if we can figure out an ideal way to get this board in play and get a Rebel Cylon, without tipping the balance, we should be good. Since a rebel will be basically allied with the humans, that means we need someone else to severely impact them. A combination of the Mutineer idea with something that's naturally pro-cylon, like the "Call Forth an Ally idea or more complex and damaging Treachery. For me one big issue still exists: If both Cylons are revealed at Sleeper Phase, how do we allocate the Loyalist and Rebel Loyalty cards? I feel that the only way to do so is to have 2 Cylon Leaders/Revealed Cylons from the start but it kills the most interesting aspect of the game. The paranoia and thwarting intrigue about the traitor.
 
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David Turczi
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Vagrant Lustoid wrote:
Nice, looks pretty good to me. Now, if we can figure out an ideal way to get this board in play and get a Rebel Cylon, without tipping the balance, we should be good. Since a rebel will be basically allied with the humans, that means we need someone else to severely impact them. A combination of the Mutineer idea with something that's naturally pro-cylon, like the "Call Forth an Ally idea or more complex and damaging Treachery. For me one big issue still exists: If both Cylons are revealed at Sleeper Phase, how do we allocate the Loyalist and Rebel Loyalty cards? I feel that the only way to do so is to have 2 Cylon Leaders/Revealed Cylons from the start but it kills the most interesting aspect of the game. The paranoia and thwarting intrigue about the traitor.


2 revealed from the start, 6 player game (didn't figure out a 5 player version yet). Starting loyalties: 1 cylon, 1 mutineer, 2 YANAC, no Sleeper phase.
At "Civil War" deal each of the revealed cylons (2 or 3) a Cylon Loyalty, one of which will be a mutineer. He will win with the humans. THe mutineer will also win with the humans but will have to damage them first...

This only kills exodus-style executions
 
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David Turczi
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Test is starting: BSG V7 - Rebel Blood on the Scales
 
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Dominic Bennetts
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Battlestar Galactica: Exodus Expansion » Forums » Variants
Re: Let's design a Colony mechanism!
Hrm, that should work. Still having an unrevealed cylon, as well as a mutineer trying to complete his task, should give enough hidden intrigue still. Given that executions now don't run the risk of making you a Cylon I'd rule it that any human execution allocates them a Personal Goal card.

Also, should the Loyalist Cylons get something of a bonus for destroying the Rebel Basestar/the Rebel Cylon getting executed, or just keep focusing on demolishing the humans completely?

I was thinking something like "If the Rebel Cylon is executed, each player draws 1 treachery card. If the Rebel Basestar is destroyed then activate the top card of the Super Crisis deck." Something to give an incentive for the Loyalists to thematically target the Rebel Cylon. Admittedly, probably not necessary, and thematically Cavil did just want everyone else dead regardless, so this is just brainstorming and probably not a great idea
 
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