ACTA: Battlestar Galactica - Some input please...

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Court Jester
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ACTA: Battlestar Galactica - Some input please...

Postby Court Jester » Mon Jan 08, 2007 8:52 pm

Hi guys...

I have just uploaded the first draft of a PDF rules set for moding BSG into the ACTA rules. I am sure many people have pondered this or done it before and so there should be enough of you out there with opinions on how the ships should be stat'd up.

UPDATES 17/01/07

The current version of the rules and the counters can be found here:

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Last edited by Court Jester on Mon Jan 22, 2007 3:52 pm, edited 3 times in total.
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Postby Reaverman » Tue Jan 09, 2007 4:09 am

Talk about 6 degrees of seperation, my mate in Tewkesbury emailed this to me today :)

My only question, the Basestars seem to be lacking troops
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Postby High Sierra » Tue Jan 09, 2007 8:37 am

I want mini's!

GIVE ME MINI'S!

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Postby waldronbob350 » Tue Jan 09, 2007 8:43 am

iv had a bit of a look and it dose look great 8) i like how you have put the ships to play with in there. i do see you are still needing nuke rules and little bits. im also sore with a bit of play testing and it should be great to play great work keep it up. :)
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Postby Morgoth » Tue Jan 09, 2007 9:04 am

good presentation and I like teh fact you went to the effort or doing counters too :)
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Postby Reborn » Tue Jan 09, 2007 9:06 am

I can only say one thing - yay!

Although Nuclear doesn't have two 'e's in it :P

Other than that great job :)
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Postby Locutus9956 » Tue Jan 09, 2007 9:18 am

If you want minis for it you might want to try the 'Galactic' range on this site, thoguh I'm sure they have NOTHING to do with BSG and its just a big coincidence.... :P

http://www.geocities.com/Area51/Meteor/ ... rform.html

(scroll all the way down)
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Postby H » Tue Jan 09, 2007 10:20 am

Looking good so far, very impressive.
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nice use of screenshots as well, a very nice layout.
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Postby Hash » Tue Jan 09, 2007 10:41 am

I thought the layout was really impressive too - the counters look great although I am hankering for a few minis to give it a go...
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Postby E Nicely » Tue Jan 09, 2007 10:49 am

I saw this on the yahoo group, you're off to a nice start. There's guys I game with that would drool over your conversions. You have no PLs listed that I can find. I would suggest:

Acropolis: Battle
Mercury: War
Raptor: Patrol/4 flights. Raptors are very cool.
Viper Mk II: Patrol/6 flights (why are the ACs weak?)
Viper Mk VII (listed as Mk II, again): Patrol/4 flights
Basestar: tricky to call it, War
Raider: Patrol/5 flights
Heavy Raider: Patrol/2 flights (tricky again, lots of autocannons). Couldn't this one be used as a boarding craft?

You have weak guns on 3 of the 4 fighters listed. Might want to rethink the weak part. The Fire Control trait is cool.

Again, it's a good start!
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Postby Alexb83 » Tue Jan 09, 2007 11:02 am

I would think about adding in a computer virus attack option for the Cylons, also - but obviously make the Acropolis class immune to it.

However, in the series it's never explained how the Pegasus was able to avoid being disabled by the virus - so it may do to add an extra cost immunity option to the Mercury class, also.
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Postby E Nicely » Tue Jan 09, 2007 11:16 am

A virus mechanic would be good.

Most people here have probably seen this but here's a good page for BSG ships

http://battlestarwiki.joebeaudoin.net/
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Postby thePirv » Tue Jan 09, 2007 11:58 am

Alexb83 wrote: However, in the series it's never explained how the Pegasus was able to avoid being disabled by the virus - so it may do to add an extra cost immunity option to the Mercury class, also.
Actually it was mentioned. When Admiral Kane is talking to Adama about how they survived, she mentions that many of the Pegasus systems had been taken offline for maintenance and that the entire ships systems were therefore not linked, just in the same way that the Galactica computers were not networked.
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Postby captainsmirk » Tue Jan 09, 2007 12:02 pm

Alexb83 wrote:However, in the series it's never explained how the Pegasus was able to avoid being disabled by the virus - so it may do to add an extra cost immunity option to the Mercury class, also.
I believe the Pegasus was in refit at the time and had all its computers systems offline. When they realised how the Cylons were getting in they disconnected the networked systems.


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Postby Locutus9956 » Tue Jan 09, 2007 12:15 pm

Alexb83 wrote: However, in the series it's never explained how the Pegasus was able to avoid being disabled by the virus - so it may do to add an extra cost immunity option to the Mercury class, also.
Actually there is a reason for that (dont know if its explained in the show but or just background fluff but...)


From the BSG wiki:

...While Pegasus had the Command Navigation Program installed, which the Cylons used as a backdoor, Pegasus had just checked in to the Scorpian Fleet Shipyards for a three-month refit at the time of the Cylon attack. As such, almost all of its networked computer systems were offline. As a result, the Cylons were not able to immobilize the ship using computer infiltration. Combined with the sheer luck of the multiple targets that the Cylons enjoyed, the nuclear detonations temporarily blinded the Cylon DRADIS. Her options limited, Admiral Cain ordered her ship to randomly jump without a coordinates check...
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Postby Court Jester » Tue Jan 09, 2007 12:28 pm

Lowly Uhlan wrote:A virus mechanic would be good.

Most people here have probably seen this but here's a good page for BSG ships

http://battlestarwiki.joebeaudoin.net/
Aye, that wiki would be where I did most of my research... 8)

Lots of very interesting stuff there...
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Postby Court Jester » Tue Jan 09, 2007 12:33 pm

I was thinking about the cylon virus last night in fact. The problem is that it is pretty game breaking. Even the old Battlestars had been upgraded with new equipment by the time the Cylons attacked. It was only the Galactica that was so old as to be de-commissioned. So as their basic stats these ships shouldn't be immune.

So it become problematic... probably a scenario driven mechanic, or ideas for creating an alterate timeline where more of the Battlestars were able to defeat the virus.

I was thinking of some funky ways of puttingtogther stats to represent the unique ships Galactica and Pegasus. Galactica would have Armour 5 and obviously here fighters would have a better dogfighte score...
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Postby Alexb83 » Tue Jan 09, 2007 12:42 pm

Galactica would have fewer fighters (only one pod operational) and a limited no. of nukes, or none at all.
But I'd give her a higher CQ score, and elite pilots to compensate.
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BSG

Postby TGT » Tue Jan 09, 2007 1:08 pm

Maybe use these as part of a campaign rather than one of battles?

fewer fighters for the Bucket and i think flights should be a max of two ships (counter alteration if possible)

Also CQ for starbuck should be very high

personalities to add flavour

oh and some civies counters would be good

very few troops on the base stars, also need the regeneration craft and pics of a moon base for the tilium refinery
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Re: BSG

Postby Court Jester » Tue Jan 09, 2007 1:15 pm

TGT wrote:Maybe use these as part of a campaign rather than one of battles?

fewer fighters for the Bucket and i think flights should be a max of two ships (counter alteration if possible)

Also CQ for starbuck should be very high

personalities to add flavour

oh and some civies counters would be good

very few troops on the base stars, also need the regeneration craft and pics of a moon base for the tilium refinery
I already have plans for the civi counters... :)

In my latest draft the Basestar has zero troops... (but lots of naked Cylon agents...??)

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