Battlestar Galactica spinoff expansions?

By Harlock999, in X-Wing

Not sure if anyone has brought this up before...

But I would really like to see FFG unleash a Battlestar Galactica spinoff starter set with just one wave of expansions.

I mean, all we'd need is (1) the old-school Colonial Viper, (2) the present-day Colonial Viper, (3) the Colonial Raptor, (4) the old-school Cylon Raider, (5) the present-day Cylon Raider, and (6) the Cylon Heavy Raider.

FFG must already have the rights to BSG because of the board game (and its expansions). So it seems this would be doable.

Would any of you purchase a new starter set and some (or all) of these expansions?

I know I would...

Eh, I like BSG but I wouldn't put my money into it, even if it was compatible with the X-Wing system.

Yes, let's assume the rules are identical to the X-Wing Miniatures Game.

I love BSG, but I'm not certain this is the right rule set. BSG has a more realistic approach to space flight, in regards to inertia, ships thrusting, then spinning in place, etc. As it stands, playing the BSG board game (which I adore) is as soul-crushingly depressing as the amount of dough I've sunk into X-wing. ;)

I think the ships would be a lot more manoeuvrable and a lot faster in a BSG variant. A lot more K-turns and S-loops, and more greens. 1 K-turns!

Also interesting to have to shoot nukes out of the sky to prevent your (imaginary) Battlestar or Basestar out of the sky. So maybe the game ends with damage to your capital ship as opposed to wiping out the enemy fighters. Your capital ship could be represented off table by a dial or something.

Interestingly, my brother came up with a rule for X-wing that would fit really well with a BSG variant. Just make Push the Limit as standard for every ship. I.e. take a stress to get another action. Makes green moves on a ship a lot more important, and it is not like 2 actions is overpowered. Makes stress a lot more interesting mechanic within the confines of the game.

Keep in mind that BSG ships have been shown to be at least somewhat Newtonian.

I wonder if a 2-part base could be made so that the upper part has the firing arc and nubs, for ease of facing rotation.

Instead of move>action>shoot

it'd have something like move>facing>action>shoot, where PS factors into the facing order as usual.

Melminiatures is your hookup.

But yeah, I love the BSG ships and universe, and I'd love to see a flight path version. Could be a really simple, basic, stripped-down ruleset - Vipers = X-Wing dial with barrel roll, Raiders = TIE Interceptor dial with Boost etc.

BSG ships wouldn't 1 K-turn I believe. During flight the Vipers are shown to have engines active always. When they flip, they momentarily shut the engines off and use the thrusters to flip the craft then reignite the engines. There will be a period of time where the ship is flying backwards until it is able to accelerate in the opposite direction.

I think for BSG game you might want the ships to use something like the Armada movement ruler. Allowing each pilot to perform an action on each elbow of the ruler. These could be Speed Up/Down, Booster, Turn 30, Snap Shot, Flip, Focus, Target Lock, Jink.

Each ship having a maximum movement speed and a maximum number of actions, and a limit on how many of each action you could perform and where (like Armada locations of turns).

A Viper, say, has: Speed Up/Down (1), Booster (1), Turn 30 (1), Turn 60 (1), Flip (2), Snap Shot (1), Jink (1). Max Speed 5, max actions 4.

It is currently at speed 3.

It moves 1 notch.

Does Turn 30 (i.e. moves the ruler 1 notch left of right)

Moves 1 notch.

Does Speed Up. (Total move +1)

Moves 1 notch.

Does Turn 30.

Moves 1 notch.

Does Jink (give evade token)

Then Next Turn at speed 4

Move 1 notch.

Flip.

Move 1 notch.

Snap Shot (shoot target of opportunity)

Move 1 notch

Boost (Change speed by +2 in this case slowing as flipped)

No move as speed is lower than current moves this turn.

Flip

Now at speed 2.

The problem with Battlestar Galactica is that:

One, there is a very limited number of ships to choose from, making the line finite. Not necessarily a bad thing if a big syand alone box was created.

Two, much of the combat in the show revolves around capitol ships. This makes it a better fit with Armada, rather than X-wing. The name of the show was BATTLESTAR Galactica. The battlestar is a capitol ship class after all.

Three, the media frenzy regarding the show has died down immensely. Star Wars remains in the public consciousness more than Battlestar, with constant media releases. Battlestar was a fad. The cost to create the game may be prohibitive, in that it may not sell as well as it is a 'dead' intellectual property. This applies to many fan desired expansions, like the Last Starfighter for example.

BSG ships have inertia. It would be hard to make a dogfighting boardgame for that universe.

The inertia is something you could simply ignore for purposes of X-Wing. Assuming a 2-forward was just a tiny push of the throttle and the inertia carried it. Give vipers the barrell roll obviously. If you really want to address inertia, you could include some EPT that grants a ship a second barrell roll after it performed a barrell roll action, or something of that nature.

Anyways - as for the idea of it being a 1-shot standalone expansion that has the option of being mixed with X-Wing - I'm cool with it. I think it would be fun, but I would kinda hope it wouldn't be tournament legal - so this way I wouldn't HAVE to buy it.

While i can see the attraction on BSG ships and game i think it would have to be a one of 'conversion/expansion' as as other have mentioned there is a limited pool of ships.

Your problem would be licencing.

FFG will have the licence to make 'board game type b using the intellectual property from BSG', they probably wont have a licence to 'make any game you like using BSG IP'. Sure having the licence for one game gives them in roads and a high likelhood of getting a licence to make a different game but its not the same thing.

Like if i contact GW to make a computer game based around 40k and get it, i cant then go and make as many games as i like, i'd be licencesed to make one FPS game using a set amount of IP.

On the flip side i imagine that the 'flightpath' system was attractive to Lucasfilm/disney and they like being one of a few licencsed games using this system. If FFG dilute that market and just make a game for any sci fi dogfight then you *could* find LFL/disney less enthused about renewing a licence if they feel that their IP might be diluted or muddied by people having tie fighter vs cylon type fights or even confusing their IP with the BSG IP.

sure attack wing is similar and has those issues with Star Trek but it could be a licensing concern.

You might as well ask for a Homeworld miniatures game. :P

You might as well ask for a Homeworld miniatures game. :P

Don't toy with my heart like that. ;___;

(There's a reason my YT is painted like a Taiidan fighter.)

You might as well ask for a Homeworld miniatures game. :P

Don't toy with my heart like that. ;___;

This.

I'll just wait for Homeworld Remastered next week and the inevitable modding to Star Wars and BSG. :P .

I'll just wait for Homeworld Remastered next week and the inevitable modding to Star Wars and BSG. :P .

So waiting to see the Star Wars mod for Homeworld 1/2 getting moved to the new version. So SHINY!!

There's actually plenty of ships you could include, but unfortunately it would work best at an Armada scale - with battlestars and basestars launching wave after wave of fighters.

From the wiki http://en.battlestarwiki.org/wiki/Portal:Ships there are 4 classes of battlestar and various other colonial support and warships. Fighters you have Vipers (Mk2 and mk7 mainly), raptors and assault raptors. Cylons have basestars, raiders, heavy raiders, recon drones and Resurrection ship.

If you stick to an x-wing style game youd be limited to colonials having 2 types of viper and 2 types of raptor, but cylons having 1 type of raider, 1 type of heavy raider and these not very well covered recon drones... wouldn't lead to very diverse and exciting game play....

Ironically, I'd probably be more inclined to pick up a copy of Armada if it was a BSG game.

It would be something different at least, instead of another SW game of which they already have about twenty.

BSG would be cool, but there is a distinct lack of ship variety in the shows (both new and old). There are about 3 categories of Caps for BSG fleet (Galactica, that other one with the female admiral, and civ ships), 4ish for the bots. There are 2 Fighter level ships, the actual fighters and those support vehicles (Boomer pilots one), while the bots have 1. Hard to make a full sized game out of that.

A friend and I thought about a BSG Flight Path a few months ago, we decided a hexagonal base with nubs on all sides and maneuvers/actions that would allow flying backward after flipping, and sideways while strafing. I think it's very doable but as other have noted, the media/marketing isn't there to really sell the game.

BTW, the online BSG added a few ship varrients, I think it's more like 4 fighters and a support/heavy for each faction.

Edited by Radarman5

A friend and I thought about a BSG Flight Path a few months ago, we decided a hexagonal base with nubs on all sides and maneuvers/actions that would allow flying backward after flipping, and sideways while strafing. I think it's very doable but as other have noted, the media/marketing isn't there to really sell the game.

BTW, the online BSG added a few ship varrients, I think it's more like 4 fighters and a support/heavy for each faction.

Hex would be pretty wierd, honestly.

What I'd do is have the bases sort of like dials. Both halves have nubs (maybe different spacing), and the maneuver templates have endcaps that are high enough to fit into both sets and align them. Would also have to have a way to "retract" one height of the endcap.

Basically, the lower set of nubs handles inertia, and the top set has the arcs on it and ship turning with it.

Changing the nose direction leaves the base nubs facing in the inertial direction, and it wouldn't be too hard to set up maneuver rules such that the base can keep moving in a direction even if the ship is facing differently.

I will love this game!!