Post by samulus on Jul 12, 2012 9:28:35 GMT -5
I was bored the other day so I came up with a few special characters from the TV series and some characterful in game effects for them to spice up small games using the rag tag fleet (or to re-fight episodes in the show).
Let me know what you think. I'm especially interested in ideas on 'points values'. I'm thinking they should work as being a % of the ship or squadron's mass to which they are assigned. Comment away!
Admiral Helena Cain, Pegasus, Commander.
Aggressive: If in command, +3 to the fleet's initiative roll. Must choose the 'Aggressive Strategy' if the initiative roll is won on a double.
Vengeance at any cost: If there are any enemy ships on the board with more than 50% of their hull points remaining the ship commanded by Cain cannot jump away unless it too has less than 50% of its hull points remaining.
Ruthless: May ignore the 'leave no-one behind' rule.
Pull Rank: Unless otherwise stated Cain is always the commander of the fleet if present in a battle.
Commander/Admiral William 'The Old Man' Adama, Galactica, Commander.
Protect the Fleet: Galactica may never Jump away if there are Colonial civilian ships and Cylon ships or fighters left on the board within 10 hexes of one-another.
Veteran Commander: If in command of the fleet, +2 to the fleet's initiative roll.
Sound Tactical Judgement: The ship commanded by Adama may choose to move at the same time as the rest of the Colonial fleet or may make its move at the end of the ship movement step after all other ships (but not fighters) have been moved. If both players possess ships with this ability then the player utilising the 'Tactical Strategy' this turn may force the other player to move their ships first.
Colonel Saul Tigh, Galactica, XO.
Drunkard: In a fleet containing Tigh if one or more '1s' is rolled when rolling for fleet initiative then whichever ship he is onboard may be moved by the Cylon player. This movement is made in accordance with the normal movement rules except that it occurs prior to the movement of any other ships (but not fighters) on the board.
1st Cylon War Veteran: When resolving boarding actions on Galactica Colonial Marines (security forces) gain a +1 modifier to their combat dice.
Hard Call: In the Damage Control step Tigh may choose to repair any one critical hit on the ship he is onboard automatically. However, the ship loses an additional d6 hull points, representing the crew lost as fires are extinguished via venting.
Senior Chief Petty Officer Galen 'Chief' Tyrol, Galactica, Engineer/Deck chief.
Deck chief: When consolidating recovered fighter squadrons on the ship containing Tyrol add D3+1 fighters to the pool of available fighters before determining how many full squadrons can be re-formed.
Superb Engineer: Add +1 to Tyrol's ship's DCB.
Pilot Characters – Must be assigned to a fighter squadron onboard a colonial ship. One squadron may not possess more than one named character. When taking losses the named character is assumed to be the last fighter in the squadron to be destroyed (or to eject, named characters never die!).
Captain Kara 'Starbuck' Thrace, Various, Viper Ace :
Best Pilot in the Fleet: The Viper MkII squadron which Starbuck is assigned to gains one additional dogfight die. In addition any '10's rolled whilst resolving a dogfight with Starbuck's squadron allow an additional dogfight die to be rolled.
Impulsive: Whilst Starbuck's squadron is above 50% strength it must end its movement step engaged in a dogfight with an enemy fighter squadron if possible. This does not require her squadron to move closer to the enemy if no enemy fighter squadrons are within one turns movement range.
Major Lee 'Apollo' Adama, Various, Viper Ace:
Ace: The Viper MkVII squadron which Apollo is assigned to gains one additional dogfight die.
Born Leader: Apollo's Viper squadron may make its move at the end of the fighter move step instead of during the normal Colonial turn. If both players possess fighter squadrons with this ability then the player utilising the 'Tactical Strategy' this turn may force the other player to move their fighters first.
Captain Louanne 'Kat' Katraine, Galactica, Viper 'Hotshot'
Hotshot: The Viper squadron which Kat is assigned to gains one additional dogfight die.
Lieutenant Brendan 'Hotdog' Costanza, Galactica, Viper 'Hotshot'
Hotshot: The Viper squadron which Hotdog is assigned to gains one additional dogfight die.
Captain Karl 'Helo' Agathon, Galactica, ECO:
ECO Specialist: The Raptor gunship Helo is assigned to may re-roll the dice when carrying out ECM actions. The second roll stands.
CAG : The CAG (Captain of Air Group) is a rank assigned to a colonial fighter squadron. This squadron may also contain a named character (in which case the named character is assumed to be the CAG). Only one CAG may be assigned per ship with fighter bays in the colonial fleet.
Fighter squadrons from the same ship occupying an adjacent hex to the squadron containing the CAG (also from the same ship) may re-roll the lowest dice result rolled when dogfighting. The second roll stands.
Scar, Cylon Basestar, Raider Ace
Ace: The Raider squadron which Scar is assigned to gains one additional dogfight die.
Hunter: Scar's Raider squadron may make its move at the end of the fighter move step instead of during the normal Cylon turn. If both players possess fighter squadrons with this ability then the player utilising the 'Tactical Strategy' this turn may force the other player to move their fighters first.
Traumatised: Whilst Scar's squadron is above 50% strength it must end its movement step engaged in a dogfight with an enemy fighter squadron if possible. This does not require the squadron to move closer to the enemy if no enemy fighter squadrons are within one turn's movement range.
Let me know what you think. I'm especially interested in ideas on 'points values'. I'm thinking they should work as being a % of the ship or squadron's mass to which they are assigned. Comment away!
CIC Officers
Admiral Helena Cain, Pegasus, Commander.
Aggressive: If in command, +3 to the fleet's initiative roll. Must choose the 'Aggressive Strategy' if the initiative roll is won on a double.
Vengeance at any cost: If there are any enemy ships on the board with more than 50% of their hull points remaining the ship commanded by Cain cannot jump away unless it too has less than 50% of its hull points remaining.
Ruthless: May ignore the 'leave no-one behind' rule.
Pull Rank: Unless otherwise stated Cain is always the commander of the fleet if present in a battle.
Commander/Admiral William 'The Old Man' Adama, Galactica, Commander.
Protect the Fleet: Galactica may never Jump away if there are Colonial civilian ships and Cylon ships or fighters left on the board within 10 hexes of one-another.
Veteran Commander: If in command of the fleet, +2 to the fleet's initiative roll.
Sound Tactical Judgement: The ship commanded by Adama may choose to move at the same time as the rest of the Colonial fleet or may make its move at the end of the ship movement step after all other ships (but not fighters) have been moved. If both players possess ships with this ability then the player utilising the 'Tactical Strategy' this turn may force the other player to move their ships first.
Colonel Saul Tigh, Galactica, XO.
Drunkard: In a fleet containing Tigh if one or more '1s' is rolled when rolling for fleet initiative then whichever ship he is onboard may be moved by the Cylon player. This movement is made in accordance with the normal movement rules except that it occurs prior to the movement of any other ships (but not fighters) on the board.
1st Cylon War Veteran: When resolving boarding actions on Galactica Colonial Marines (security forces) gain a +1 modifier to their combat dice.
Hard Call: In the Damage Control step Tigh may choose to repair any one critical hit on the ship he is onboard automatically. However, the ship loses an additional d6 hull points, representing the crew lost as fires are extinguished via venting.
Senior Chief Petty Officer Galen 'Chief' Tyrol, Galactica, Engineer/Deck chief.
Deck chief: When consolidating recovered fighter squadrons on the ship containing Tyrol add D3+1 fighters to the pool of available fighters before determining how many full squadrons can be re-formed.
Superb Engineer: Add +1 to Tyrol's ship's DCB.
Pilot Characters – Must be assigned to a fighter squadron onboard a colonial ship. One squadron may not possess more than one named character. When taking losses the named character is assumed to be the last fighter in the squadron to be destroyed (or to eject, named characters never die!).
Captain Kara 'Starbuck' Thrace, Various, Viper Ace :
Best Pilot in the Fleet: The Viper MkII squadron which Starbuck is assigned to gains one additional dogfight die. In addition any '10's rolled whilst resolving a dogfight with Starbuck's squadron allow an additional dogfight die to be rolled.
Impulsive: Whilst Starbuck's squadron is above 50% strength it must end its movement step engaged in a dogfight with an enemy fighter squadron if possible. This does not require her squadron to move closer to the enemy if no enemy fighter squadrons are within one turns movement range.
Major Lee 'Apollo' Adama, Various, Viper Ace:
Ace: The Viper MkVII squadron which Apollo is assigned to gains one additional dogfight die.
Born Leader: Apollo's Viper squadron may make its move at the end of the fighter move step instead of during the normal Colonial turn. If both players possess fighter squadrons with this ability then the player utilising the 'Tactical Strategy' this turn may force the other player to move their fighters first.
Captain Louanne 'Kat' Katraine, Galactica, Viper 'Hotshot'
Hotshot: The Viper squadron which Kat is assigned to gains one additional dogfight die.
Lieutenant Brendan 'Hotdog' Costanza, Galactica, Viper 'Hotshot'
Hotshot: The Viper squadron which Hotdog is assigned to gains one additional dogfight die.
Captain Karl 'Helo' Agathon, Galactica, ECO:
ECO Specialist: The Raptor gunship Helo is assigned to may re-roll the dice when carrying out ECM actions. The second roll stands.
CAG : The CAG (Captain of Air Group) is a rank assigned to a colonial fighter squadron. This squadron may also contain a named character (in which case the named character is assumed to be the CAG). Only one CAG may be assigned per ship with fighter bays in the colonial fleet.
Fighter squadrons from the same ship occupying an adjacent hex to the squadron containing the CAG (also from the same ship) may re-roll the lowest dice result rolled when dogfighting. The second roll stands.
Scar, Cylon Basestar, Raider Ace
Ace: The Raider squadron which Scar is assigned to gains one additional dogfight die.
Hunter: Scar's Raider squadron may make its move at the end of the fighter move step instead of during the normal Cylon turn. If both players possess fighter squadrons with this ability then the player utilising the 'Tactical Strategy' this turn may force the other player to move their fighters first.
Traumatised: Whilst Scar's squadron is above 50% strength it must end its movement step engaged in a dogfight with an enemy fighter squadron if possible. This does not require the squadron to move closer to the enemy if no enemy fighter squadrons are within one turn's movement range.