Tabletop Simulator

Tabletop Simulator

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BSG: CIC
   
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Jan 24, 2021 @ 10:00pm
Jul 18, 2024 @ 7:33pm
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BSG: CIC

In 1 collection by Warhawk
Warhawk Games
17 items
Description
The Cylons were created to make life easier on the Twelve Colonies. And then the day came when the Cylons decided to kill their masters. After a long and bloody struggle, an armistice was declared and the Cylons left for another world to call their own.

Forty years later; they returned, and brought Humanity to the brink of extinction. The remaining Humans, led by the crew of the Battlestar Galactica, fled in hope of finding a new home, one known by legend as Earth...


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Battlestar Galactica: CIC is a wargame of the classic science fiction story for 2-8 players on Tabletop Simulator. Using some of the assets from the BSG boardgame by Fantasy Flight Games, BSG: CIC shifts the focus from storytelling and roleplaying to warfare, with considerably expanded mechanics for combat, resource management and exploration. This game simplifies the events of the reimagined television series into to the core plot elements of finding the planets Kobol and Earth before the Human race is annihilated by attrition, infighting and starvation.

Players assume the key roles of the series from the standpoint of fleet command: The President of the Colonies who manages the civilian fleet, the CO, XO and CAG of both Battlestars Galactica and Pegasus and, lastly, the leader of the Cylon pursuers.

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Rulebook 1st Edition

- WARHAWK GAMES -
10 Comments
Warhawk  [author] Jul 19, 2024 @ 8:52pm 
It's an older meme, sir, but it checks out.
heinrich fishly Jul 19, 2024 @ 3:59pm 
:ujel:
Warhawk  [author] Mar 31, 2021 @ 8:03pm 
Cylons are dependent on human condition level, so refer to those rules. They have no "spool up" otherwise, no need to arm weapons, etc. It's just whether or not they get the drop on the humans and have anything pre-deployed. When being attacked by humans the cylons are basically helpless since it's always treated as humans at condition 1. It's an incentive for humans to attack, although you'll find in the campaign that doing so is usually not worth the cost in manpower, resources, etc.

We have a discord server, sure. Check the - WARHAWK GAMES - link in any of my workshop uploads. It's a very small community though. I only just set it up and CIC was one of several games kicking around without publication until very, very recently.
Fang01 Mar 31, 2021 @ 2:40pm 
And lastly, do you have any way of contact (eg.: discord) so in case of any more doubts I could ask there or even maybe organizing a game?
Fang01 Mar 31, 2021 @ 2:36pm 
I see, looking foward to try it! I'm just curious about the state of the cylon when they attack or defend, I mean: do they always start like an equivelant of the human condition 3 or can they have cylons at the ready (just like would the colonials do before an assault with condition 1 minus the cap as they don't have it)?
Warhawk  [author] Mar 31, 2021 @ 1:47pm 
Sorry for the delay in responding, and thanks for showing interest in the game! If there's anything else I can help you with, just let me know.
Warhawk  [author] Mar 31, 2021 @ 1:47pm 
Rockets fired from fighters/Raptors are treated like guns in that they simply hit, never appearing on the board. Missiles which show up on the board are in two forms: Nuclear missiles fired by battlestars (which can steer) and conventional missiles fired by basestars (which cannot). Cylon missiles are placed only at the edge of the ship where the launchers are and can be pointed in any direction in that hex so long as it isn't directly backward into the ship itself. From that point on they only fly straight ahead, 6 hexes per turn. This results in firing arcs and blind zones for basestars, mainly so that there is a real benefit to knocking out a launcher and/or the rotational engine such that it can't maneuver properly for firing. Note that when launching missiles, this occurs during the capital ship's turn. Usually fighters go next, but if any missiles are in the air for that team, they move in between these two phases. Hence you launch and move missiles in the same overall turn.
Warhawk  [author] Mar 31, 2021 @ 1:47pm 
Per the manual, ship placement is only limited by being in or outside the deployment zone, and the order of placement depends on the readiness level of the humans (CAP roll results and the resulting Condition level). Where you put the ships in/out of the zones and facing in what directions are entirely up to you. Usually a defender tries to stay as close to the middle of the board as possible, while an attacker will either be right up against the zone edge if aggressive, or near the board edge if conservative. But since the defender is usually Galactica (which can only launch fighters in one direction), and usually with civilian ships in tow (which need time/room to escape) the defender has reasons to be off-center. The cylons meanwhile can be blitzed with nukes if they stick too close to the center while on the attack.
Fang01 Mar 27, 2021 @ 9:27pm 
Also, how should a missile behave and as per the launch of a missile from a fighter, should it be only controllabe after one turn? (assuming it behaves just like the nuke and it is a 3x thrust 1x manouvre)
Fang01 Mar 27, 2021 @ 9:05pm 
Got a question while trying this, what should be the Cylon attacking stance while attacking other shio or being attacked in the first setup of the tactical map?