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To add my own thoughts as co-worker on the project and expand a bit on the above.
The key design principle we're working to here is to keep things simple while incorporating the unique flavour of the Battlestar Galactica setting. With that in mind, the core rules themselves are quite abstracted and simplified, but several elements including the Battle Cards and the way the factions actually play will hopefully add in some character.
As far as mechanics go, the main mechanic is an opposed roll that a variable dice type and modifiers; D6s D8s and D10s are used, a higher dice type representing a more powerful attack or more effective defence. Fighter Squadrons are mainly D6-based, some more powerful ones pushing up to D8, frigates and destroyers will mostly use D8s, the largest ships like Battlestars and Basestars go into D10 territory.
The mechanic itself is very simple. One player rolls the relevant die and adds any modifiers in effect, the opponent then does the same, the results are determined based on the difference between the two, typically directly corresponding to the damage dealt (though other effects and such will be introduced in later versions).
Activation alternates between players one unit at a time (a Unit being one large ship or a squadron of fighters), in any activation a unit can shoot, move and perform actions (such as boosting or firing flak) in any order. A unit can only activate once per turn, although there may be certain cards that allow multiple activations, these will be quite limited.
The card element is not fleshed out yet, but the concept behind them is that they will represent the actions of various characters and crew that can't be represented in miniature form. Players have freedom in building their deck; they could take a limited number of very powerful cards representing the show's major characters, or a larger number of more generic, less powerful cards, or a mixture of both. Similar freedom is present in building fleets; there are currently no plans for 'force organisation' or anything like that beyond tying fighters to their respective carriers, as most of the show's fighters don't have the capability to operate autonomously.
I think that covers all the basics. As mentioned, I've put together some printable ships for anyone who wants to give the game a go, just cut, fold where noted and glue or tack to a base or coin. In this first draft, there will inevitably be some issues; clunky wording, oversights in design, unclear interactions, but that's why we need you guys to give them a read and if you're feeling like being an absolute legend, a playtest or two! Any and all feedback, suggestions and picking apart of the rules is greatly appreciated, a lot of work has gone into this but there's still a long way to go before we have a full game ready to go!
Cheers for looking, and if you take the time to have a look at or even have a game with the rules, thanks so much! Don't hesitate to let either myself or Wolf know if you have any issues, questions or suggestions for the rules!
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