SakeTami
Precinct Omega
Precinct Omega

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Ancillaries

I'm starting to get the layout of the book sorted out and, as I look at the ancillaries table, I can see that I have room on the pages for a few more ancillaries.  Now, I never intended that the ones in the book would be the be-all and end-all for ancillaries - just a starter to whet players' appetites, with more coming in future rules updates and supplements.  But seeing as I have room, I though: why not let someone else have some fun?

Depending on how long the rules are, I can fit either two or three more ancillaries in the book.  So let me know your thoughts and suggestions.  You can just throw out an idea, or propose the rules for them, or spitball someone else's rules.

Go for it!

Comments

I replaced hero abilities with their attitude and history combo, but I expect to being abilities back for the campaign books.

Precinct Omega

I've got one more hero ability that I'd like to see, "Lucky Number 7". Two or three times in battle the hero can set one of their dice to a 7 before the roll. You cannot re-roll the die.

Charles Blanco

Yeah, I've thought this too and made a suggestion to Robey about it. I recall several scenes in Battlestar Galactica where the vipers spin to shoot at a pursuing enemy.

Duncan Thompson

This is probably too CL1 specific but I'd like to see something that allows you temporarily break the heading & vector rules. Something like, "Powerslide", where you change your heading but continue on your Vector for an additional turn. Or "180 Flip", where you turn your heading completely around but then need to overcome your speed to change your vector.

Charles Blanco


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