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"BSG scenario suggestions" Topic


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TheGaffer12 Nov 2015 6:18 p.m. PST

Fall in is a distant memory and cold wars registration opens tomorrow so it's time to re-write or add a new BSG scenario for Full Thrust Lite. Our games are always sold out and we make room for walk ups.

Some of our repeat attendees suggested an update to the scenario would be good.

So any scenario suggestions.

Mako1112 Nov 2015 7:11 p.m. PST

So, what have you done in the past.

A few from the two different TV series seem like good options:

1. BSG vs. a couple of Basestars

2. BSG and Pegasus vs. many Basestars

3. BSG needs to bombard a major Cylon planet with nukes, and it's protected by a couple of Basestars

Stryderg13 Nov 2015 5:26 a.m. PST

BSG needs to take on raw materials from a planet (or asteroid) (water, ore, recruits, whatever). A bunch of Basestars show up. How many supplies can you get before you decide to run? Roll a few d6 per turn for supply points loaded, set target numbers for minor victory and major victory.

Cylons have captured a few pilots and BSG needs them back. Launch a raid on a Basestar. Vipers must escort the Raptors (w/ marines aboard) to the Basestar and back. You'll have to come up with stats for the fighters as the main ships.

TheGaffer13 Nov 2015 6:14 a.m. PST

The original scenario was a movement to contact. Each player got a couple of ships and started on opposite sides of the table or from a random clock point.

There's also a secondary objective to board and take a derelict alien ship.

It's designed for folks unfamiliar with full thrust and are looking for a game to play early in the morning. Each convention I try to make the game a little better. It's about the only time I get to use my ships.

Darkrazor13 Nov 2015 8:25 a.m. PST

How about a failed Colonial experimental raptor jump drive that when activated had a negative side effect. It killed the crew through a pulse charge that destroyed the human brain functions.

The Cylons want to capture the raptor to use on all there jump drives, thus not as much need for ammunition. The Colonials must destroy the raptor before the Cylons can retrieve it.

The problem lies in the raptor keeps randomly jumping.

Daricles13 Nov 2015 9:44 a.m. PST

I don't know squat about full thrust mechanics, but have developed several scenarios for my Battlestars vs. Basestars game. The scenario that everyone seems to like the most is called Gather the Fleet:

The Colonial One and six civilian ships are randomly scattered on the board. The goal is for the humans to jump the civilian ships to safety. The Cylons win if they destroy at least 4 civilian ships or all battlestars. The game is a draw if the Cylons destroy Colonial One but fewer than four Civilian ships.

At the beginning of each of the human team's turns the humans can attempt to jump any civilian ship within one hex of a battlestar by rolling 2d6 and getting a result greater than or equal to the number of civilan ships on the board plus the number of battlestars plus the number of civilian ships destroyed by the Cylons minus the number of basestars destroyed by the humans. The humans can jump Colonial One to safety at any time during their turn and end the game, but any civilian ships left on the board are destroyed and count toward the Cylon victory conditions. Otherwise Colonial One and all surviving battlestars jump to safety when there are no Civilian ships on the board and the game ends.

Perhaps you could adapt this to the full thrust system?

Mako1113 Nov 2015 1:23 p.m. PST

Defend a recently discovered colony of humans on a small, but resource rich, habitable planet from Cylon attack.

skippy000113 Nov 2015 2:47 p.m. PST

Use Q-ship convoy stragglers to sucker the Cylons.

TheGaffer13 Nov 2015 2:51 p.m. PST

Some great ideas! (I wish I was that creative.)
:-)

Mako1113 Nov 2015 7:53 p.m. PST

Or, a Q-ship convoy of stragglers to sucker in the overly protective humans.

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