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Jan. 25, 2005, 01:45PM
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Galactica has been a passion of mine for years - and I've played just about every game I could find on the subject - the old FASA game, the Bab5Wars variant on the net, Star Fleet Battles variants, etc.
While doing up design work on Full Impulse, a 3D Star Trek/Full Thrust game, I fell in love again with the simplicity of the Full Thrust engine. Fast. Bloody. Easy to understand. Adapts well to 3-D. It can fit just about any genre.
I will be posting the first designs here over the next few weeks and months, leading up to a scenario at Origins 2005. So, a little info may be in order, both in regards to how the rules work for BSG, and for my assumptions in creating the ship designs. As with Full Impulse, the Full Thrust rules are used - mostly Fleet Book rules, but with the old 90 degree arcs to simplify the 3-D gameplay. So to get the best enjoyment out of the game, you will need at a minimum Full Thrust and Fleet Book 1.
Assumptions:
I am setting the game in the reimagined universe. I know there are many BSG purists out there, to them I say the new series is far more believable, very recognizable, and in the end more fun to game in. But feel free to disagree. Just call the Railguns "blasters" instead and you can pretend it is all happening in Lorne Greene's time. "Positive Shields", indeed.
So, in the new universe there are no blasters - there are railguns. The functional difference is that I use the Kravak main weapons to represent the Colonial and early Cylon weapons. Although the game is set in the new universe, I will be including older style ships as well. Older style Battlestars, older Cylon Base Ships (as seen in the Museum in the new Galactica's starboard flight pod), etc.
There are no shields. Ships go crunch pretty easily - which is why fighters and fighter screens will be very important to the battles.
Colonial ships use standard movement - limit of 1/2 thrust to course changes, etc. Cylons on the other hand use gravitic movement and can use any amount of thrust in course changes.
I am playing around with the missile racks on the Cylon ships to make them competitive without overwhelming the opposition. But Cylons will be mostly missile armed, while Colonials will be more direct-fire oriented. Railguns and PDFs will be the order of the day for Colonial armament, with an occasional missile mount. Cylons will be mostly Salvo missile users, with some single mount missiles, and both Colonial and Cylon will make good use of fighters.
The Cylons will tend to utilize Strike fighters, better against ships than in a dogfight. Colonial design philosophy will tend to go the other direction - more interceptors and fast fighters.
I'll post a complete rules update to print out and use along with the core rules just as I did for Full Impulse. As always, thanks to Jon Tuffley for making the original game and giving us all a great rules set to let our imaginations run wild in. If you like the game, give the credit to him. I'm just rearranging the chairs a little, he designed the room.
And thanks to Larson, Moore, and all the other fine folks involved in both iterations of the show.
So, set condition 1 throughout the ship. Let's get it on! More to come in a few microns...
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WORDWILDWEBB - I
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Wanted to purchase some ships for your rules , what do you suggest as a battlegroup for both Colonial and Cylons?
Thanks a bunch!
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