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Sometimes you have to do things you hate, so you can survive to fight another day. Welcome to Battlestar Galactica: The Board Game: Online! This is a heavily customized special Write Your Own Role game, in which ALL of the characters will be made by you, the readers/players/spectators! Please be sure to read things carefully. Sign up information is in the third post. The current plan is a 5 or 7 player game, using the Base Game+Pegasus+Exodus Cylon Fleet Board (DEFCON variant). Daybreak and Cylon Leaders being used are both OPTIONAL. Details for DEFCON are in full listed later, but in short: No Basestar Bridge, CFB board for mod use only, Cylon Attack Crisises form their own separate crisis deck, there's a DEFCON number that's rolled against during the crisis phase and determines whether a regular crisis or CAC is drawn. CAG is still in, civs still need escorting, CACs will try to place their listed ships from the CFB where possible before as listed on the crisis. Rules can be found here. General BSG discussion thread is here. Playing Guidelines:
Secrecy
Conditional Orders (COs)
DEFCON
(This my first time modding this variant, I believe I have everything right but please ask if you have further questions) House Rules
Other than that, we will be using the official FFG rules with clarifications found in the Unofficial FAQ on BoardGameGeek.
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# ? Aug 22, 2014 06:22 |
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# ? Apr 28, 2024 20:35 |
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Quick overview of what's changed for Daybreak, for people who have played before, but not with the new expansion:
REFERENCE * - Pegasus Only ** - Exodus Only LOCATIONS A character moving between ships or from a piloted viper to a ship, must discard a skill card. Characters cannot use their movement to move to a location marked as "Hazardous". GALACTICA FTL Control Action: Jump the fleet if the jump preparation track is not in the red zone. Roll a die; on a 6 or less, lose a number of population indicated on the fleet’s space on the jump preparation track. Weapons Control Action: Attack 1 Cylon ship with Galactica. Command Action: Activate up to 2 unmanned vipers. Communications Action: Look at the back of 2 civilian ships. You may then move them to adjacent area(s). Admiral’s Quarters Action: Choose a character, then pass a 7 LEA/TAC skill check to send him to the "Brig." Research Lab Action: Draw 1 engineering or 1 tactics Skill Card. Hangar Deck Action: Launch yourself in a viper. You may then take 1 more action. Armory Action: Attack a centurion on the Boarding Party track (destroyed on roll of 7-8). Sickbay (Hazardous) You may only draw 1 Skill Card during the Receive Skills step of your turn. Brig (Hazardous) You may not move, draw Crisis Cards, or add more than 1 card to skill checks. Action: Pass a 7 POL/TAC skill check to move to any location on Galactica. *PEGASUS *Pegasus CIC Action: Choose a basestar and roll a die: 1-3: Damage Pegasus; 4-6: Damage basestar; 7-8: Damage basestar twice *Airlock Action: Choose a character and pass a 12 POL/TAC/TRE Skill check to execute him. Reduce the difficulty of this check by 4 if the character is in the “Brig.” *Main Batteries Action: Choose a space area to affect and roll a die: 1: Destroy 1 civilian ship; 2-3: Damage 1 viper; 4-6: Destroy 2 raiders; 7-8: Destroy 4 raiders *Engine Room Action: Discard 2 Skill Cards to treat the next Crisis Card drawn this turn as if it had a “Prepare for Jump” Icon. COLONIAL ONE Quorum Chamber Action: If you are the President, draw 1 Quorum Card. You may then draw 1 additional Quorum Card or play 1 from your hand. Press Room Action: Choose another Player to draw 1 Mutiny Card. (He does not move to the "Brig.") He keeps 1 of his Mutiny Cards and discards the rest. You may then discard a Mutiny Card. President's Office Action: Draw 2 politics Skill Cards. Administration Action: Draw 1 Mutiny Card. If the President has any Mutiny Cards, choose a Player to gain the President Title. If the "Accept Prophecy" card is in play, the President may discard it to keep his Title. CYLON LOCATIONS Human characters cannot move to these locations. Caprica Action: Play 1 of your Super Crisis Cards or draw 2 Crisis Cards, choose 1 to resolve, and place the other on the bottom of the deck.* * No Activate Cylon Ships step. Cylon Fleet Action: Activate all Cylon ships of one type, or launch 2 raiders and 1 heavy raider from each basestar. Human Fleet Action: Look at the top card of the Crisis or Destination deck and place it on the top or bottom of that deck, then draw 2 Skill Cards. Or Infiltrate Galactica (Only Cylon Leaders may infiltrate). Resurrection Ship (Hazardous) You draw only 1 Skill Card during your Receive Skill Cards step. Action: Draw 1 Super Crisis Card. **Basestar Bridge Action: Choose 2 of the following abilities (must be 2 different ones): -The CAG must place 1 civilian ship (following all placement rules) -Place 1 Basestar or 3 Raiders in any 1 area on the Cylon Fleet board -Roll a die: 1-3: Decrease the Jump Prep track by 1; 4-8: Increase the Pursuit track by 1 -Roll a die: If the result is less than the number of raiders on the main game board, draw 2 Galactica Damage tokens and choose 1 to resolve. SKILL CARDS Politics (Yellow) 1-2 Consolidate Power: Action: Draw 2 Skill Cards of any type(s). They may come from outside your skill set. 3-5 Investigative Committee: Play before cards are added to a skill check. All Skill Cards are played face up during this skill check (excluding Destiny). 1-2 *Support the People: Reckless: Play before cards are added to a Skill check. Each human player with 4 or less Skill Cards in hand may draw 2 Skill Cards. 3-5 *Preventative Policy: Movement: Choose 1 resource type. The next loss of this resource type during this turn is reduced by 1. 0 **Red Tape: Skill Check: Discard all 5 and 6 strength cards from this skill check (before totalling strength). 6 **Political Prowess: Play before making a skill check triggered by a location. Do not make a skill check; instead, it automatically passes or fails (your choice) 0 Force Their Hand: Skill Check: If the Current Player is a Human, he may play 1 Skill Card face up into this Check. If he does not, he must draw 1 Mutiny Card. 3-4 Popular Influence: Action: Draw 2 Quorum Cards and choose 1 to give to the President. Then, either play or discard the other card. 5 Negotiation: Action: Place a Basestar in front of Galactica and draw a Politics card. Do not launch or Activate any Cylon ships for the rest of this turn. Leadership (Green) 1-2 Executive Order: Action: Choose any other player. He may move his character and then take 1 action OR not move and take 2 actions. [Limit 1 "XO" per turn.] 3-5 Declare Emergency: Play after strength is totaled in a skill check to reduce its difficulty by 2. Limit of 1 "Declare Emergency" card used per skill check. 1-2 *Major Victory: Play after you destroy a basestar or a centurion on the Boarding Party track. Roll a die. If 5 or higher, gain 1 morale. Limit of 1 "Major Victory" card used per turn. 3-5 *At Any Cost: Reckless: Play before cards are added to a Skill check. All Treachery Cards in the Skill check count as positive strength. 0 **Iron Will: Skill Check: If total strength in this skill check is within 4 of the difficulty, do not trigger the fail effect. If total strength in this skill check is 0 or less, lose 1 morale. 6 **State of Emergency: Action: Lose 1 Food. Each player may then move or take 1 Action (starting with the player who played this card and proceding clockwise). 0 All Hands On Deck: Skill Check: For Each Skill Card in this Skill Check with a strength of 0, add 1 to the Skill Check's total Strength. 3-4 Restore Order: Play before cards are added to a Skill Check. Do not resolve Skill Check abilities while resolving this Skill Check. 5 Change of Plans: Play this card after a Skill Check is Passed. Instead of resolving the 'Pass' result, each Human draws two Skill Cards. Tactics (Purple) 1-2 Launch Scout: Action: Risk 1 Raptor to roll a die. If 3 or higher, look at the top card of the Crisis or Destination deck and place it on the top or the bottom. Otherwise, destroy 1 Raptor. 3-5 Strategic Planning: Play before any die roll to add 2 to the result. Limit of 1 "Strategic Planning" card used per die roll. 1-2 *Guts and Initiative: Reckless: Play before cards are added to a Skill check. Do not add cards from the Destiny deck into this Skill check. 3-5 *Critical Situation: Movement: Take 1 Action. Only 1 "Critical Situation" or "Executive Order" card may be used per turn. 0 **Trust Instincts: Skill Check: Add the top 2 cards from the top of the Destiny Deck (before totalling strength). Resolve Skill Check Abilities on these cards. 6 **Scout for Fuel: Action: Risk 1 raptor to roll 1 die. If you roll 4+, gain 1 Fuel. Othersize, destroy the raptor. 0 Quick Thinking: Skill Check: The Current Player may choose 1 card with a strength of 3 or less (not a “Quick Thinking” card) to remove from this check and add to his hand. 3-4 Unorthodox Plan: Action: Activate one of the following Locations, even if it is damaged: “Command”, “Armory”, “Weapons Control”, or “Communications.” 5 A Second Chance: Play before cards are added to a Skill Check. If the check passes the printed Difficulty by 4 or more, the Current Player gains a Miracle token. Piloting (Red) 1-2 Evasive Maneuvers: Play after any viper is attacked to reroll the die. If the viper is piloted, subtract 2 from the new roll. 3-5 Maximum Firepower: Action: Play while piloting a viper to attack up to 4 times. 1-2 *Full Throttle: Movement or Action: If piloting a viper, you may move to any space area. You may then attack 1 Cylon ship in your area (even if you didn't move). 3-5 *Run Interference: Play before raiders are activated. The first 4 raiders activating in your space area automatically miss (do not roll for them). 0 **Protect the Fleet: Skill Check: If at least 3 strength in piloting Skill Cards are in this skill check, the current player may activate one unmanned viper. 6 **Best of the Best: Play before a piloted viper makes an attack. Instead of rolling the attack, roll a die and destroy that many raiders in the viper's space area. 0 Dogfight: Skill Check: The Current Player may damage 1 Viper in a Space Area or the Reserves to remove 1 other Skill Card from this Skill Check. 3-4 Combat Veteran: Action: Choose an Unmanned Viper in the Reserves or a Space Area and Activate it up to 3 times. 5 Launch Reserves: Action: Place up to 2 Unmanned Vipers from the Reserves into a Space Area containing a piloted Viper. Then, Activate those Unmanned Vipers. Engineering (Blue) 1-2 Repair: Action: Repair your current location, or if you are in the "Hanger Deck" location, you may repair up to 2 damaged vipers. 3-5 Scientific Research: Play before cards are added to a skill check. All engineering cards in the skill check count as positive strength. 1-2 *Jury Rigged: Reckless: Play before cards are added to a Skill check to reduce its difficulty by 4. 3-5 *Calculations: Play after a die is rolled to add or subtract 1 from the result. Only 1 "Calculations" card may be used per die roll. 0 **Establish Network: Skill Check: Each engineering Skill Card in this skill check counts as double strength (before totalling strength). 6 **Build Nuke: Action: The Admiral gains one Nuke token. 0 Install Upgrades: Skill Check: If the Skill Check passes, the Current Player draws two Engineering Skill Cards. If the Skill Check Fails, he draws one Engineering Skill Card. 3-4 Raptor Specialist: Action: Either destroy a Raptor to gain an Assault Raptor, or return a destroyed Raptor to the Reserves. 5 Test the Limits: Action: If the Fleet Marker is not on a blue space of the Jump Prep track, increase the track by 1 and roll a die. If 5 or lower, Damage Galactica. Treachery (Brown) 0 Bait: Skill Check: Place 1 Civilian Ship behind Galactica. Whenever a player chooses to discard this card, he draws 1 Mutiny Card. 0 Dradis Contact: Skill Check: Place 2 Raiders in front of Galactica. Whenever a Player chooses to discard this card, he draws 1 Mutiny Card. 3 Personal Vices: Skill Check: Each Human player draws 1 Treachery Card. If the Current Player is Human, he also draws 1 Mutiny Card. 3 A Better Machine: Skill Check: The Current Player shuffles 2 Treachery Skill Cards into the Destiny Deck. 4 Violent Outbursts: Skill Check: The Current Player is sent to Sickbay. 5 Exploit Weakness: Skill Check: The Current Player must choose a Human Player to draw a Mutiny Card. TITLES President quote:At the start of the game, draw 1 Quorum Card. You control the hand of Quorum Cards. Admiral quote:When the fleet jumps, you draw 2 Destination Cards and choose 1. CAG quote:When a civilian ship needs to be placed on the game board, you choose the space area. You must choose an area that does not already contain civilian ships (if able). You Are The Mutineer quote:Immediately Reveal This Card COMBAT TABLE pre:Target Attacker Roll Result Raider any 3-8 Destroyed Heavy/Centurion any 7-8 Destroyed Viper any 5-7 Damaged any 8 Destroyed Viper MKVII any 6-7 Damaged any 8 Destroyed Assault Raptor any 7-8 Destroyed Galactica Raider 8 Damaged Basestar 4-8 Damaged Basestar Viper 8 Damaged Assault Raptor 7-8 Damaged Galactica 5-8 Damaged Nuke 1-2 2x Damaged 3-6 Destroyed 7-8 Destroyed +3 Raiders Destroyed **Exodus Nuke 8 All Ships in Sector Destroyed fits fucked around with this message at 19:42 on Aug 30, 2014 |
# ? Aug 22, 2014 06:22 |
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e: TURN ORDER 1 Green Intern (Twitter) 2 Some Numbers (Dipper Pines) 3 John Dough (Doctor Facilier) 4 Slifter (Commander Lee Adama) 5 Istvun (Sam Axe) 6 Solis (Santa Claus) 7 Broken Loose (Rincewind) Twitter - 2 ENG 2 PIL 1 LEA Support - Titles as Dee - Setup: Communications Launch birds: Once per turn, whenever Vipers are launched, you may launch one additional Viper and place it in any space sector. Social Media Revolution: Action: Once per game, look at the top four cards from the Mutiny deck, then give up to two of those cards to (different) human players. Put the rest on the top or bottom of the deck in any order. Character Limit: Whenever you would draw a Treachery card, you draw two Treachery cards instead. Additionally, all your posts must be less than 140 characters. Dipper Pines 2 POL/1 LEA/2 TAC Titles as Dee, I guess? Consult the Journal: Movement: Play a "Consolidate Power" card. Man of Action: Movement: Once per game, take an action. Technically not a Teen: You may not hold titles. Set up: Research Lab Version 2 Doctor Facilier (1 TRE, 1 ENG/TAC/POL) Cylon Leader Setup: Caprica Friends on the Other Side: Movement: Draw the top 2 cards of the Destiny Deck and add them to your hand. Transformation Central: Movement and Action: Once per game, choose a human character controlled by another player. Ask them, "ARE YOU READY?!" That character is then swapped with an unused character until the end of your next turn. Characters piloting a Viper who lose that ability are automatically moved to the Hangar Deck and the Viper is returned to Reserves. Can't Conjure Anything for Myself: You cannot draw Skill Cards as a result of Skill Cards you play, and you may not modify your own die rolls with Skill Cards. Sam Axe (1 POL 2 LEA 1 TAC 1 TAC/POL) Setup: Admiral's Quarters Titles As Zarek Social Drinker: Whenever you play an Executive Order card on someone, you may move them into your space before following the card's text. I Got a Buddy: Action: Once per game, draw three cards (they may be outside your skillset). Then, play 2 cards for their effect, ignoring Action: costs. Very Loud Shirt: Whenever a player is ordered to choose someone due to the effects of a crisis card, they must choose you if possible. Political Leader - Titles as Romo Lampkin Rincewind (1 POL, 3 LEA, 1 ENG) Setup: Engine Room Run Away: Movement: Move to any unoccupied location, anywhere, without discarding for intership movement. If you leave the Brig this way, draw a Mutiny card after moving. (You still move back to the Brig if you have too many Mutiny cards.) Run Away More: Once per game, if you would be Executed, instead move to any unoccupied location, then, if possible, activate it immediately. Pursued by Bel-Shamharoth: If the number after seven occurs in the difficulty of a skill check (printed or modified), as the final strength of a skillcheck, or as the final result of a die roll, you must discard a random skill card. Santa Claus (2 LEA, 2 PIL, 1 ENG) Setup: Command Titles as Starbuck Here Comes Santa Claus: If you begin your turn in space, you may move twice. Naughty or Nice: Action: Once per game, you may look at the top five cards of the Destiny deck and place them in the hands of any other players of your choice. Good Saint Nick: You may not activate the "Airlock" location. Commander Lee Adama (2 LEA, 2 TAC, 1 TAC/POL) Setup: Admiral's Quarters or Pegasus CIC Titles as William Adama Commander's Cookies -- Movement or Action: Draw 1 Skill Card. Admiral's Feast -- Action: Once per game, decrease Food by 2 and then draw Skill Cards up to your hand limit. Fat Suit -- If you have 7 or more Skill Cards, skip your Movement step. WYOR DETAILS This game is made up of custom characters made up entirely by you! To sign up post the following: 1) ##Nugget reporting for duty 2) A preference for: Game size (5 or 7 players), Yes/No on Daybreak, Yes/No on Cylon Leaders. If there is a strong preference for something else speak up, but I think we'll be ok You DO NOT need to sign up to post custom characters, anyone can! Sign ups will close around Sunday and a player list will be chosen then. In between then and now, Here is a Character Template (please follow it to make all of our lives easier) code:
Character submission will be open until shortly after players are chosen (Sundayish). After players are chosen, there will be a day or two before the game starts where anyone can go over the submitted characters and help change things that may be unbalanced. PLEASE speak up at any time before the game starts about any custom character that might be too overpowered! It's up to you guys to fix it before it gets out of hand. I reserve the right to change or veto characters if I need to. fits fucked around with this message at 19:40 on Sep 14, 2014 |
# ? Aug 22, 2014 06:24 |
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##Nugget reporting for duty Not fussed on size or CLs, yes on Daybreak.
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# ? Aug 22, 2014 06:32 |
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I somehow doubt anyone's gonna want me in two games with so many others not playing, but on the off chance you need more, ##Nugget reporting for duty. Seven, with CLs and Daybreak, because CLs suck without Daybreak. Pilot Vanilla Ice (1 LEA/POL, 2 TAC, 2 PIL) Setup: Brig Ice, Ice, Baby: Whenever you would discard skill cards, you discard 1 less card (minimum 1). You Gots to Chill: Once per game, whenever one or more players would discard cards, you can make each player discard either one less, or one more. Has-Been: You start the game in the Brig.
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# ? Aug 22, 2014 07:01 |
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##Nugget reporting for duty! I'll post some characters tomorrow.
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# ? Aug 22, 2014 07:19 |
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One last thing: Note whether a character is a Political or Military Leader/Pilot/Support
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# ? Aug 22, 2014 07:23 |
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##Nugget reporting for duty! Preference for 7 players, YES on Daybreak, YES on Cylon Leaders. Character incoming!
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# ? Aug 22, 2014 11:45 |
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Let's fuckin' do it. There will be one weekend in October where I'll be totally restricted to phone posting, but it should work fine. Relative newbie to some of the expansion rules, but what the hell. ##Nugget Reporting for Duty 7, YES CLs, YES Daybreak
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# ? Aug 22, 2014 12:01 |
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E: nvm
Alris fucked around with this message at 07:43 on Aug 23, 2014 |
# ? Aug 22, 2014 12:21 |
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Frank Underwood (3 POL 2 LEA) Setup: Quorum Chamber Friends in high places: after being targeted with an Executive Order, you must draw one Skill Card from within your Skill Set. Then draw one Treachery Skill Card. Whip votes: discard your entire hand of Skill Cards. Then, instead of drawing a Crisis Card, draw two Crisis Cards. Choose one, and place the other either on top or on the bottom of the Crisis Deck. You must make all choices on the card, and instead of resolving any Skill Checks on the card, pick either the "Pass", "Partial Pass", or "Fail" effect to resolve immediately. Skeletons in the closet: At the end of your turn, if you have more than 10 Skill Cards in your hand, you are moved to the Brig. Then discard excess Skill Cards as normal. Probably needs some tweaking, not sure in which direction
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# ? Aug 22, 2014 12:53 |
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## Nugget reporting for duty Ok with 5 or 7 players. Yes on Daybreak Ok with Cylon Leaders
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# ? Aug 22, 2014 13:14 |
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##Nugget reporting for duty Okay with either size or cylon leaders, huge YES for Daybreak.
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# ? Aug 22, 2014 13:38 |
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Submitting a dude. Never made a custom character before, if you can't tell. I need some more inspiration regarding unique abilities. Cyberman (Support) - Setup: Research Lab - Titles as Alternate Baltar (2 Tac, 3 Eng) Ability: Lockstep - If in a location with another player, you may move with that player as long as they end their turn on a ship location. OPG: Forcible Upgrade - Action: Once per game, lose 1 population to gain 1 of any other resource type. (Zarek's OPG) Drawback: Low Budget Costuming - You must discard 2 skill cards to move to another ship instead of one. Alternate Drawback: Awfully Familiar...: You receive an extra loyalty card at the start of the game. (Baltar's Drawback) Edit: Added Title. Reposting this later in the thread as well. Green Intern fucked around with this message at 19:55 on Aug 25, 2014 |
# ? Aug 22, 2014 13:59 |
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##Nugget reporting for duty YES to all options, 7 players preferred. I am trying to brainstorm a Rick Perry role but I can only think of the drawback: I forgot...Oops: Whenever you play into a skill check on your turn, you must blindly add one additional skill card from your hand. Ignore this text if you are in the brig.
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# ? Aug 22, 2014 14:16 |
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##Nugget Reporting For Duty Sure why not let's Yes things. Pinky and the Brain (2 LEA/POL 1 TAC 2 ENG) Setup: Research Lab Titles as Chief Tyrol One is a Genius: When you are forced to discard cards, you discard one fewer. The Other's Insane: Once per game, at the beginning of any player's turn, you may copy the static ability of an unused character until the end of the turn. Laboratory Mice: At the end of each turn, you are moved to the Research Lab (unless you are in the Brig.) A Small Frog (1 TAC/POL 2 LEA 2 TAC) Setup: Hangar Deck Titles as Cain Very Strong Jumper: You do not discard a card to move between ships Sticky Tongue: Movement: Once per game, move a human character from another location onto yours. This can include into/out of hazardous locations. Ribbit: You may not activate the Communications location
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# ? Aug 22, 2014 15:16 |
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I'm already in another game, so I guess other people get priority, that being said: ##Nugget Reporting For Duty Wile E. Coyote (2 TAC, 1 PIL, 2 ENG) Setup: Weapons Control Titles as Helo Stubbornness: If in "Sickbay", you draw 2 cards instead of 1. A.C.M.E Special Delivery: Action: Once per game, you may immediately launch a nuke, even if you are not Admiral and there are no nuke tokens left. A Doomed Plan: After activating a location that can be damaged, it is immediately damaged and you are sent to "Sickbay" at the end of your turn.
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# ? Aug 22, 2014 15:44 |
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Because I saw the old Knights of Cylondia thread two days too late to submit this. Probably needs some balance tweaks. Fiona Glenanne (3 TAC, 2 ENG) Setup: Armory Should We Shoot Them?: Add +2 to any rolls you make while using the Weapon's Control or Armory locations. Demolitions Expert: Action: Once per game, choose two: Damage 1 location, Draw a Glactica damage token, Damage a Basestar, Destroy any 1 non-basestar ship, Destroy 1 Centurion, Destroy 1 Viper, Destroy 1 Civilian ship, Destroy 1 Raptor. Framed: Any time 2 or more locations are damaged in a single turn, you are moved to the Brig.
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# ? Aug 22, 2014 17:38 |
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Someone write up Dog the Bounty Hunter. I won't be able to until Sunday.
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# ? Aug 22, 2014 17:46 |
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John Dough posted:
For the static how about : Every time you are the target of an Executive Order, draw a card from any skill set. Every time you play an Executive Order, draw a Treachery card I think the static is a bit weak otherwise. The OPG is pretty good. I don't know about the downside, it seems pretty toothless to me especially with Pegasus in play.
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# ? Aug 22, 2014 19:44 |
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##Nugget Reporting For Duty Yes to everything, working on a character right now.
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# ? Aug 22, 2014 19:52 |
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##SEIG ZEON! SEIG ZEON! Er, I mean... ##Nugget Reporting For Duty Lieutenant Char Aznable (PIL 2 TAC 2 LEA/POL 1) Setup: Piloting a Viper in ECHO Red Comet: On your turn while piloting a Viper, you may use a single Viper activation to move twice in a row, or to move one space after attacking. You may not use both abilities in the same turn. Newtype Intuition: Action: Once per game, discard your hand, then draw 5 PIL and 5 TAC. Not Wearing a Space Suit: If a Viper you are piloting is destroyed, you are executed.
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# ? Aug 22, 2014 20:14 |
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25 Star General Zapp Brannigan (2 LEA, 2 TAC, 1 PIL) Setup: Command She's built like a steakhouse, but she handles like a bistro!: Provided Zap is on a non-hazardous Galactica location, on your turn, you may negate 1 damage to Galactica before target is chosen or rolled. Everyone in your locations is moved to Sickbay when this ability is activated. If we can hit that bull's-eye, the rest of the dominoes will fall like a house of cards. Checkmate!: Once per game, after a successful skill check, destruction of a basestar or centurion, you may examine the top card of 4 decks (Crisis, CAC, 6 Skills, Destiny, Destination, Mission, Quorum) and place each on the top or bottom of that deck. Sexlexia: You must discard 1 Skill Card to use an Executive Order tarbrush fucked around with this message at 22:42 on Aug 22, 2014 |
# ? Aug 22, 2014 20:42 |
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I think you mean, "Sexecutive order"
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# ? Aug 22, 2014 20:44 |
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I haven't played the game before (though I own it), but if the expansions don't bring too much to the table that I cannot suss out, then: ##Nugget reporting for duty! The Doctor [SUP] (2 ENG 1 POL 2 LEA/TAC) Setup: Research Lab TARDIS: This player's maximum hand sizes are all increased by two cards. ("It's larger on the inside!") Reverse the Polarity [OPG]: Action: Once per game, if you are not in the Brig, activate any three undamaged locations. You cannot activate any location more than once, nor any Cylon location. Pacifist: The Doctor cannot directly attack Cylon ships while piloting a Viper, nor directly attack a Cylon Centurion boarding party.
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# ? Aug 22, 2014 21:02 |
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It looks like most people are fine with Daybreak and CLs, this doesn't mean there HAS to be a CL but the option is open. Some thoughts: ne: There's a template for a reason Brony Hunter posted:Wile E. Coyote (2 TAC, 1 PIL, 2 ENG) Setup: Weapons Control That drawback is hilariously strong for any cylon player. It's has strong as some reveals and the static makes it not hurt as much. I reworded it a little bit but still seems pretty powerful DopeGhoti posted:The Doctor [SUP] (2 ENG 1 POL 2 LEA/TAC) Only pilots can fly ships, and pilots are "anyone who draws PIL" so he wouldn't be one. I reworded that one a bit too to be more in line for what you were looking for. IE all the attacking locations and Airlock, which murders people. You could also make it so no one can activate those on his turn (from an XO) to be really painful. It needs to be a strong drawback if his static is going to affect the game like that. His OPG also isn't that great but whatever: Communications, FTL Control, Research Lab, Engine Room, Admiral's Quarters, and Colonial One is the full list of what he would be able to use. And I guess the Daybreak board too. A general note, seems to be a lot of brig and execution drawbacks
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# ? Aug 22, 2014 22:20 |
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This is probably ridiculously overpowered, but it's what comes to mind at the moment: George Washington Miltary/Political (3 LEA / 1 POL / 1 TAC) Set Up: Admiral's Quarters or President's Office Father of his Country: When chosen as a character, can be chosen as either a Military Leader or a Political Leader. He is at the top of the chain of command for that role (Admiral or President), and begins the game in the respective location. Crossing The Delaware: Action: Once per game, deploy all Vipers from the reserves into space and activate them all twice. Cannot Tell A Lie: Whenever playing cards into a skill check, one card must be played face up.
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# ? Aug 22, 2014 22:40 |
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I guess a cylon could always move all vipers to the worst position on the board and leave civvies open. That drawback is pretty interesting.
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# ? Aug 22, 2014 22:56 |
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##Nugget Reporting for Duty A 7 player game with CLs and daybreak sounds fun... I'll have to think of a couple characters when I've got more than an hour of sleep under my belt. Solis fucked around with this message at 23:37 on Aug 22, 2014 |
# ? Aug 22, 2014 23:27 |
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So, the Doctor gets to activate three locations at once, but can't activate half the locations in the game? Seems awful.
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# ? Aug 22, 2014 23:38 |
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7 players is fine, Daybreak is fine, CLs are fine.
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# ? Aug 22, 2014 23:40 |
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Oh, right. I'm also fine with 7 Players, CLs, Daybreak.
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# ? Aug 22, 2014 23:43 |
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##Nugget reporting for duty! All houserules, Cl, expansions OK. What? Signups I DIDN'T miss by a day again? Holy poo poo, there's no way I can say no to this.
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# ? Aug 23, 2014 00:01 |
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So a quick piece of advice for everyone. There are two characters in the game that do not draw LEA. Boomer has an incredibly powerful static and OPG, and her drawback isn't particularly harsh because of them. The other is Romo, who is just... bad. Give your characters the green card.
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# ? Aug 23, 2014 00:07 |
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I'll try to contribute when I have more inspiration, but what happens if there are insufficient character variety/balance when the game starts? Are we just going to add the previous WYOR characters to the pool?
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# ? Aug 23, 2014 00:11 |
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TheParadigm posted:I'll try to contribute when I have more inspiration, but what happens if there are insufficient character variety/balance when the game starts? Your question does not compute. How can we start the game with insufficient characters?
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# ? Aug 23, 2014 00:19 |
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Its been a while, but the last WYOR game I was in had a sufficiently large pool so that there were 3-4 choices per category. Accounting for bsg's selection rules means you need more than 7 characters, and a handfull of support options in case everyone goes 'gently caress it, you can ALWAYS take blue'
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# ? Aug 23, 2014 00:29 |
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TheParadigm posted:I'll try to contribute when I have more inspiration, but what happens if there are insufficient character variety/balance when the game starts? Then I'm disappointed in all of you.
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# ? Aug 23, 2014 00:30 |
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We will just play with multiples of each character
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# ? Aug 23, 2014 00:51 |
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# ? Apr 28, 2024 20:35 |
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Boxey - Support Eng 2, Tac 2, Lea 1 Setup - Hanger Deck Pilot Groupie: Moving between ships does not require you to discard a card. Pilot Cheer Squad: Once per game, you may have all dice rolls performed by a player piloting a viper result in all 8's or all 1's for the duration of their turn. Cutting Room Floor: If you would be moved to sickbay as a result of the location you are occupying being destroyed, you are executed instead.
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# ? Aug 23, 2014 01:19 |