Nuke changes

The Cylons have rebelled. The alliance of the Twelve Colonies falters. Take control of the Colonial Fleet and save humanity from an endless war.
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oregonuk
Corporal - Strongpoint
Corporal - Strongpoint
Posts: 59
Joined: Thu Jan 30, 2020 2:49 pm

Nuke changes

Post by oregonuk » Sun Jan 10, 2021 1:26 pm

Nukes with the Cylons having cluster nukes why not have a colonial MIRV that you can target one enemy and the next close enemy the 1 nuke splits in to 6 and sends 3 MIRV to your target and 3 MIRV to a enemy target close to your selected target.

Each MIRV hit deals 25 points of damage so if your six MIRV hit there 2 targets you would deal 150 points of damage the same a 1 normal nuke but with the MIRV nuke there is always the chance that out of the six Mirvs that the cylon fighters might intercept them all or none of them that would be your risk of selecting such a nuke for a mission.

Also you would get 1 of these MIRV nukes to a ship because at max hits on 2 targets you would have the same damage of 1 prime nuke.

The colonial MIRV nuke always goes after 2 targets unlike the cylon cluster nuke which will hit just 1 target.

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