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Battlestar Galactica: The Board Game» Forums » Variants

Subject: Scar Appearing after Sleeper Phase rss

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Simur el Mago
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Hello! I've been playing BSG for a couple of years now, so i feel confident enough to create some house rules and test them with my usual game group.
One of the last we've tested is Scar appearing on every game, after the sleeper phase. This not only puts some pressure on the human fleet, but gives pilots an extra chance to shine (mostly because we have buffed Scar to be a real menace only countered by Vipers or a well placed Nuke).
We always play with the Cylon Fleet Board and Pegasus, never tested it without them.


*Remove the Mining Asteroid destiny card from the game setup.

Scar Appearance: After Loyalty Cards from the Sleeper Phase have been dealt, the current player rolls a die and places Scar and two extra raiders in the space area related to the die result (check the Cylon Fleet Board for reference to the space area), then activates them. Whenever raiders are activated, Scar is activated twice and has +1 to attack rolls. Scar can only be destroyed on a 7 or 8 die roll and cannot be a valid target from the “Weapons Control” or “Weapons Battery” locations. After Scar has been destroyed, remove it’s character token from the game. If Scar is destroyed by a Piloted Viper, that character gains a Miracle Token or recovers the use of his Once per Game character ability (if already spent).

Let me know what you think about it!
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It seems too harsh not to allow WC nor Main Batteries. Perhaps allow them if there are no pilots and Cmmd is damaged?
 
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Simur el Mago
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On the four occasions we have tested this, Scar was destroyed twice by a Piloted Viper, once using Command and once using a Piloting card that activates a Viper (don't remember which one).
If there are no pilots in game or Command/Hangar is damaged, it could be perhaps a harsh deal for humans..but remember that the fleet just jumped, so there are no other Cylon ships around. You can always repair the location, use Piloting cards that activate vipers (or the CAG power) or throw a nuke to remove Scar as a desperate move.
We purposly left WC and MB out of the killing because we wanted Scar to be a menace that would be around at least for a few rounds (more or less until the next jump). With those around it is...anticlimactic to get the kill in that way (at least for our group). We put the Pilot reward in our last test so there is a meaningful prize for getting rid of Scar mano-a-mano, and it was great for the Kara Thrace player (who had already used her OPG).
 
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Robert Stewart
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Rules quibble:

Unless you're using CFB (in which case nukes target a sector and would destroy Raiders on 7+) a nuke targets a Basestar and can only be used against Raiders which happen to be in the same sector.

As a secondary quibble, if you're playing to the Ionian Nebula, then damaging a Basestar has a chance of destroying some Raiders in the same sector - can that be used to remove Scar?
 
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