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Battlestar Galactica: Exodus Expansion» Forums » Variants

Subject: Wanted: New Exodus Attack Cards rss

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Matt Vollick
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St. Thomas
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I know there is a search feature but I'm not very good at using it so I thought I'd post here in the hopes this has been asked before. I'm looking for between 4 and 6 Cylon Attack Cards that I can use in my PBF Exodus games when I don't use the Cylon Fleet Module (which is always).

I'm not necessarily looking for super powerful CAC's, just ones that are comparable to the current 13 CAC's from the base game and Pegasus.
 
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Todd Warnken
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Here are two you could use:

Panic in the Fleet

1. Activate: Raiders

2. Place a basestar and three raiders into sector 3.

3. Place a viper in sector 5. Place one civilian ship in sectors 1 and 4.

4. Special – Panicked Civilians: For each civilian ship on the board roll a die: 1-3: move the ship one sector counter-clockwise. 4-6: move the ship one sector clockwise. 7-8: do not move the ship.

Feint

1. Activate: Launch Raiders

2. Place a basestar in sector 2; 2 raiders in sector 3, and 2 raiders in sector 1.

3. Place 1 one viper in sectors 5 and 6.

4. Diversion: Move every unmanned viper towards the closest raider. If there is a tie move clockwise. Then activate raiders.
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ackmondual
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I'm not in a very thematic or "namegiving" mood, so feel free to change names, or simply omit them altogether. Feel free to tweak for game balance as well, although I try to put some thought into these.

EDIT: grammar
added an alternate #3 to Large Fleet Encounter
EDIT2: more grammar
Clarifications.


Need to wrap up the episode
1) Activate basestars

2)

s2= 1 basestar, 1 heavy
_
s1= s4=
_
s6= 1 civvy s5= 1 civvies


3) Dire circumstances: If FTL Control is damaged, repair it.
Keep this card in play until the fleet jumps. If the fleet jumps through any other method besides activating FTL Control, -1 morale and -1 food*

* that should stick it to Cain's OPG, although may be too deadly if she's a cylon. Then again, other characters have their deadly moments with certain crisis cards and even CAC.

Internal Crisis
1) activate heavy raiders

2)

s2= 1 basestar, 1 heavy s3= 4 raiders
_
s1= s4= 1 civvy
_
s6= 1 civvy s5= 1 civvy


3) Desparate Situation: Keep this card in play until the fleet jumps.
In order to activate Weapons Control, Command, or Communications locations, any character need to discard 1 additional skill. If Pegasus is available, a character must discard exactly 2 skill cards to activate Main Batteries or Pegasus CIC. *

* So Roslin discards 3 to use thoe Galactica locations, but actually fares the same as everyone else on Pegasus.



Large Fleet Encounter

1) LAUNCH raiders

2)

s2= 1 raid s3= 1 raid
_
s1=1 basestar s4=2 civvies. 2 vipers
_
s6= 1 basestar s5=2 civvies, 2 vipers


3) Reinforced fleet: Keep this card in play until the fleet jumps.

Whenever one or more raiders are destroyed, each basestar launches 1 raider at the end of that turn.
OR
If 3 or more raiders were destroyed in any space area, add one raider back to those space areas at the end of the turn
AND
If a basestar is destroyed while this card is in play, discard this card and add one basestar back on the board behind Galactica (sector 4). *

* My way of simulating more than 2 basestars in a cylon attack.
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Michael Perry
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We used a simple fix: leave the CAG crises in the deck. Whenever a CAG crisis is drawn, reveal cards from the top until an Attack is revealed, and discard everything but the Attack card. Then the Attack card happens. CAG crises are like any other card for Launch Scout, Special Destiny, etc.
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Matt Vollick
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St. Thomas
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Fireflyz wrote:
We used a simple fix: leave the CAG crises in the deck. Whenever a CAG crisis is drawn, reveal cards from the top until an Attack is revealed, and discard everything but the Attack card. Then the Attack card happens. CAG crises are like any other card for Launch Scout, Special Destiny, etc.


That will work, but for the Open Office program I use, the CAG crises aren't shuffled in unless you specify you're playing a Cylon Fleet game, in which case the other attacks wouldn't be shuffled in.

I could manually copy paste the crises over and shuffle them, but CAC make the game less predictable so I don't mind having a bit more variety.

I'm going to do at least one CAC (maybe two) involving Scar, so if anyone has good ideas involving him, I'd love to see them.

Great suggestions Todd and Ack, some of those are pretty nasty.
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Matt Vollick
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Scar's Revenge


1. Activate Raiders

2. Setup: Scar in Sector 1, 2 Raiders in Sector 2, 1 Viper in Sector 6, 1 Viper in Sector 5, 1 Civilians in Sector 4.

3. Special: Pincer Attack, keep in play until the fleet jumps or Scar is destroyed. When Raiders are activated activate Scar twice. Scar can only be destroyed on a die roll of 7+. In case of a tie Scar moves counter-clockwise.
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Garcian Smith
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Fireflyz wrote:
We used a simple fix: leave the CAG crises in the deck. Whenever a CAG crisis is drawn, reveal cards from the top until an Attack is revealed, and discard everything but the Attack card. Then the Attack card happens. CAG crises are like any other card for Launch Scout, Special Destiny, etc.
Wouldn't you have to skip a CAG card if you are searching for an attack card? Wouldn't this create a balance problem?
 
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Klaus
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In case you're still interested, I'm sure i can come up with a few interesting CACs. Do we have a GIMP template for creating attack cards yet?

Meanwhile, here's what I recommend for the setup: In addition to the 6 'CAG chooses' cards, remove Cylon Genocide, Medal of Distinction, Mysterious Message and Strange Beacon. Those four cards are all more or less obviously designed with the CFB in mind.

Now you've got 30 Exodus crisis cards left. Add 5 custom CACs, and you've got the same distribution as the base game. The ratio between jump and no-jump crises may still be skewed, however. I'm not entirely sure how to address that (if you consider it necessary at all), apart from creating CACs with jump icons, which isn't a good idea.

As a start, I can offer a few special rules, for cards to come later:

Cylon Interceptors: Keep this card in play until the fleet jumps, or a raptor is destroyed. All die rolls that risk a raptor suffer a -1 penalty.

Suppressive Barrage: Keep this card in play until the fleet jumps. Only characters with piloting tokens can move between ships.

Advanced Damage Control: Keep this card in play until the fleet jumps. At the end of each Activate Cylon Ships step, the current player removes a damage token from each basestar.
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ackmondual
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Hannibal Rex wrote:

Suppressive Barrage: Keep this card in play until the fleet jumps. Only characters with piloting tokens can move between ships.
seems like a lost cause if everyone's stuck on C1, no?
 
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Klaus
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Hmm. If all pilots became Cylons, and three humans have decided to crowd C1, I can see how this would be a problem.

I tried to come up with something that would let the pilot players feel advantaged for a change, but that special rule wouldn't make it through Q&A, as it is.

Quote:
Characters without a piloting token need to discard an additional card to travel between ships.


How's that sound?
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ackmondual
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Battlestar Galactica: Exodus Expansion » Forums » Variants
Re: Wanted: New Exodus Attack Cards
Hannibal Rex wrote:
Hmm. If all pilots became Cylons, and three humans have decided to crowd C1, I can see how this would be a problem.

I tried to come up with something that would let the pilot players feel advantaged for a change, but that special rule wouldn't make it through Q&A, as it is.

Quote:
Characters without a piloting token need to discard an additional card to travel between ships.


How's that sound?
Better. That should do!
 
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Klaus
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Almost two years? Time flies...

Nevertheless, I decided to finally make good on my promise, in case anyone's still interested. Obviously, you can't use them face to face, but it shouldn't be much of a problem to integrate them into a spreadsheet for online play.

I figured that now we have Daybreak, more people would be interested again to return to classic Cylon attacks; that presents a problem if you also want to include Exodus. Not only does the attack frequency get diluted, the Exodus crises also have a much higher frequency of jump icons, especially if you only remove the "CAG chooses" cards. Without custom Cylon Attacks, the only option is to remove a extra number of non-attack crises before the game.

To reiterate: In addition to the 6 "CAG chooses" crises, you should also remove the following four, as they more or less obviously have been designed with the CFB in mind:

Cylon Genocide
Medal of Distinction
Mysterious Message
Strange Beacon


The five cards are intended to bring the ratio of Cylon ship activations as close as possible to that of the main game, when combined with the remaining 30 Exodus crises.

Quote:
Centurion Raid

\ BRAVO | CHARLIE /
\ | /
\ | /
\ | /
\ | /
\ | /
\ | /
\ | /
\ | /
\ | /
\ | /
\ | /
A \ | / D
L \ | / E
P \|/ Civ L
H Raider x3 /|\ T
A Heavy x2 / | \ A
/ | \
/ | \
/ | \
/ | \
/ | \
/ | \
/ | \
/ | Basestar\
/ | Raider x2\
/ | Heavy \
/ Civ | Viper x2 \
/ | \
/ FOXTROT | ECHO \


Instructions:

1. Activate Basestars
2. Setup:
1 basestar, 5 raiders, 3 heavy raiders, 2 vipers and 2 civilian ships.
3. Special Rule - Unswerving Approach: Keep this card in play until the fleet jumps. Each attack roll against a heavy raider receives a +1 bonus.


Quote:
Cylon Interceptors

\ BRAVO | CHARLIE /
\ | /
\ | /
\ | /
\ Raider x4| Raider x4/
\ | /
\ | /
\ | /
\ | /
\ | /
\ | /
\ | /
A \ | / D
L \ | / E
P \|/ L
H /|\ Raider x2 T
A / | \ A
Civ / | \
/ | \
/ | \
/ | \
/ | \
/ | \
/ | \
/ | \
/ | \
/ | \
/ Viper | Viper \
/ Civ | Civ x2 \
/ FOXTROT | ECHO \


Instructions:

1. Activate Basestars
2. Setup:
10 raiders, 2 vipers and 4 civilian ships
3. Special Rule - Intercept Mission: Keep this card in play until the fleet jumps or fewer than 3 raiders remain on the board. Whenever a raptor is risked, the die roll suffers a -1 penalty.


Quote:
Decapitation Strike

\ BRAVO | CHARLIE /
\ | /
\ | /
\ | /
\ Raider x3| /
\ | /
\ | Civ /
\ | /
\ | /
\ | /
\ | /
\ | /
A \ | / D
L \ | / E
P Basestar \|/ L
H Raider x2 /|\ Civ T
A Heavy / | \ A
/ | \
/ | \
/ | \
/ | \
/ | \
/ | \
/ | \
/ | \
/ | \
/ Raider x2 | \
/ Viper | Viper \
/ | Civ \
/ FOXTROT | ECHO \


Instructions:

1. Activate Raiders
2. Setup:
1 basestar, 7 raiders, 1 heavy raider, 2 vipers and 3 civilian ships.
3. Special Rule - Target Galactica: Keep this card in play until the fleet jumps or no basestar remains on the board. Whenever raiders are activated, skip the Move action step.


Quote:
Defend the Fleet


\ BRAVO | CHARLIE /
\ | /
\ | /
\ Basestar | /
\ Raider x5| /
\ | /
\ | Civ /
\ | /
\ | /
\ | /
\ | /
\ | /
A \ | / D
L \ | / E
P \|/ L
H Raider x3 /|\ Viper T
A Heavy / | \ Civ x2 A
/ | \
/ | \
/ | \
/ | \
/ | \
/ | \
/ | \
/ | \
/ | \
/ | \
/ Viper | Viper x2 \
/ Civ | Civ \
/ FOXTROT | ECHO \


Instructions:

1. Activate Raiders
2. Setup:
1 basestar, 8 raiders, 1 heavy raider, 4 vipers and 5 civilian ships.
3. Special Rule - All Transports Grounded: Keep this card in play until the fleet jumps or fewer than 3 raiders remain on the board. Players must discard a Piloting Card to move to a different ship.


Quote:
Knife Fight

\ BRAVO | CHARLIE /
\ | /
\ | /
\ | /
\ | /
\ | /
\ | /
\ | /
\ | /
\ | /
\ | /
\ | /
A \ | / D
L \ | / E
P \|/ L
H /|\ Civ x2 T
A Heavy / | \ A
/ | \
/ | \
/ | \
/ | \
/ | \
/ | \
/ | \
/ | \
/ Basestar | Basestar \
/ Raider x3 | Raider x3 \
/ Viper | Viper \
/ | \
/ FOXTROT | ECHO \


Instructions:

1. Activate Basestars
2. Setup:
2 basestars, 6 raiders, 1 heavy raider, 2 vipers and 2 civilian ships.
3. Special Rule - Danger Close: Keep this card in play until the fleet jumps or no basestar remains on the board. Damage each basestar once. Whenever a nuke is launched, damage Galactica.


I like an additional house rule to use most of the Exodus components:

1) Add the extra 4 raiders to the Cylon ship pool.
2) Start with 3 damaged vipers Mk VII and 5 vipers Mk II.

If you want to keep using the CAG title, I recommend you replace the bottom action with this:
Quote:
Action: Once per turn, if you are piloting a viper, you may look at the back of one civilian ship in the same space area and then take another action.

Not a major effect, but this way your main pilot also has some access to hidden information that can be used either to more effectively protect civvies, or to have a nastier reveal.
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