Alexb83 said:
Regarding Commador's take on nukes - I don't think they should be given the E-mine trait. It encourages Cylons to use Raiders to nuke squadrons of Vipers - something we never see them do. In addition, the nuclear missiles seem slow enough for vipers to dodge!
the reason for the E-mine trate is mainly to give the nuke a blast radias (as they definatrely should have one).
the important part of my sugestion is having the nuke count as a fighter and beiung suceptable to dogfights, but the more i think about it the more i think there needs to be a slightly different approach:
perhaps something like this:
Special Action "Arm Nuclear Warheads" CQ: automatic
The ship performing this special action may fire any number of it's weapons with the "Nuclear Weapon" trate in nuclear mode. The weapon losses all other traites and gain the following: Super AP, Twin Linked, Quad Damage, Precise, Slow Loading. A Nuclear weapon may be intercepted by fighters that are supporting the target. If any hits are scored on the target (after aplying PD if aplicable), and the target has any supporting fighters each flight may role 1d6 for each remaining hit, on a 6 the hit is intercepted and has no effect. If one or more hits makes it through the target's defences, place a 3inch template centered on the target ship. All ships within this radius (including the target ship) take 2 undodgable Double damage attack dice.
The reason for the special action is to give the feal of the "Radiologic alarms" going off on all the enemy ships when the nuke are armed. This way when the enemy arms nukes you can choose to clear out your fighters (and rely on your PD to save you) or try to move them to intercept (putting additional fleet reasorces at risk if the nuke gets through your PD and your fighters).
One other thing:
The more i think about it the more the number of raptor on each battlestar just doen't sit right. In the series we see raptors used either one or 2 at a time as recon ships or in groups of 6+ with only raptors participating in the mission. Maybe it would better capture the feal of the raptor if they were present in fewer numbers onboard the battlestars but could be purchassed as independednt craft. I'm thinking primarily if this mod were used with the campaigne rules where auxilery craft can't be seperated from their mothership to participate in a battle by themselves, but a colonial player only has limited options for those dreded less than war level scenarios.
What i'd sugest: Acropolise and Valkyrie each carry 2 Raptors, Mercury carries 4 raptors, and additional raptors can be brought along as independed craft. Also remember that since all battlestars have fleet carrier their raptors are eligable for recovery and re launch if they get destroied.
It just seems odd to me that a battlestar can field more tokens worth of raptors than it can vipers. and that an Acropolise can spend 3 full turns launching nothing but raptors (admitedly it's only 2 full turns if you use scrable scramble, but still).
One last sugestion:
Allow the colonials access to the Armed civilian transport (Raiders fleet list), but concider allowing it to carry a squadren of vipers. However the vipers don't come free with it so they have to be bought as an independeant wing or be transfered from a battlestar, like the Shadows fighters in SFOS. This allows a level of trickeroy on the part of the colonials that might let them outmanuver the cylons in spite of the cylon initiative bonus. After all untill you launch every viper you have the cylons never know for sure if that otherwise under armed civi ship is really a trojan horse. And viper counting becomes even more dificult if one or more squadren has been destroied and reformed by the fleet carrier trait.