El Skid discards Leadership 1 - Executive Order and Engineering 1 - Repair.
Void Slayer selects [Military Leader] Saul Tigh, drawing new Trauma and Loyalty. Void Slayer retains the Admiral Title as per line of succession. (And no, executed players don't draw new Skill Cards.)
After Crisis: Activate Basestars, Advance Jump Preparation
Basestar Attack: 6 - Hit. El Skid chooses to damage Pegasus; Airlock damaged.
Jump Preparation advances to level 4 - Jump available but with high risk. Turn 4: CAG Louanne "Kat" Katraine (The Ender)
Receive Skills Step: The Ender draws 1 Leadership, 2 Tactics, and 2 Piloting
Beneficial Result: Loyal ECO - Look at the top card of the Destination deck and place it on the top or bottom of the deck. Antagonistic Result: Inexperienced Leader - Roll a die. On a 4 or lower, lose 1 population.
Kendra Shaw (Weapons Control)
Beneficial Result: Razor - You may lose 1 morale to gain either 1 fuel or 1 food. Antagonistic Result: Went Too Far - Draw a civilian ship to destroy.
Do you guys think I should jump into a Viper and get some fighter coverage on our civvies right away, or should I jump into the Main Batteries and smoke a pair of Raiders right now?
Movement Step: No movement. Action Step: Launch in a viper to port-quarter (5 o'clock). Use CAG action to activate Port-Quarter unmanned viper, moving it to Aft (3 o'clock). Use launch action to move to Aft (3 o'clock).
Kat launches in a viper and moves with another viper pilot to the aft of Galactica to cover some civilian ships. DRADIS suddenly erupts with signs of a sudden Raider strike.
Crisis Step: Raiders Inbound
CAG Louanne "Kat" Katraine (The Ender) must choose:
A) -1 population and damage Galactica or Pegasus once. OR CAG Louanne "Kat" Katraine (The Ender) and Admiral Saul Tigh (Void Slayer) must each discard 3 Skill Cards.
I have no cards... so 3 cards seems small but... we have lots of people.
B seems best.
Void Slayer on
He's a shy overambitious dog-catcher on the wrong side of the law. She's an orphaned psychic mercenary with the power to bend men's minds. They fight crime!
CAG Louanne "Kat" Katraine (The Ender) must choose:
A) -1 population and damage Galactica or Pegasus once. OR CAG Louanne "Kat" Katraine (The Ender) and Admiral Saul Tigh (Void Slayer) must each discard 3 Skill Cards.
The Ender chooses option B, discarding Leadership 2 - Executive Order, Tactics 1 - Launch Scout, and Tactics 3 - Strategic Planning. Void Slayer has no cards to discard.
The incoming raider group is quickly mopped up with no losses.
After Crisis: Activate Heavy Raiders
One Heavy Raider is launched from the Fore Basestar. Turn 5: Tory Foster (Diorinix):
Receive Skills Step: Diorinix draws 3 Politics, 1 Leadership, and 1 Tactics.
Beneficial Result: Loyal ECO - Look at the top card of the Destination deck and place it on the top or bottom of the deck. Antagonistic Result: Inexperienced Leader - Roll a die. On a 4 or lower, lose 1 population.
Kendra Shaw (Weapons Control)
Beneficial Result: Razor - You may lose 1 morale to gain either 1 fuel or 1 food. Antagonistic Result: Went Too Far - Draw a civilian ship to destroy.
Ah, whoops. I totally misread the roll. Revise the outcome to be: "Basestar Attack: 6 - Hit. El Skid chooses to damage Pegasus; Airlock damaged."
I'll give The Ender and Diorinix the opportunity to change their actions if they wish, but I suspect no changes will be necessary? Diorinix's activities will be resolved once this has been verified.
MrBlarney on
0
Options
El SkidThe frozen white northRegistered Userregular
edited January 2011
Is there any chance you mistyped the actual basestar attack roll (which was a miss), as opposed to having misread it, Blarney?
Is there any chance you mistyped the actual basestar attack roll (which was a miss), as opposed to having misread it, Blarney?
Just wanted to make sure we got this right...
No, I know for sure it is a 6. I have a big table of die rolls that I generated before the game that I am pulling from in sequential order, and the first entry is a 6. Would it make more sense for me to start using an online die roller?
MrBlarney on
0
Options
El SkidThe frozen white northRegistered Userregular
edited January 2011
No, it's fine. Just wanted to make sure that we had the right mistake here
Gandalf is right, here; when you place one of your tokens on a new ally, which token it is should be a secret. You should probably edit your post.
Additionally, the ally hasn't even resolved yet; you need to wait for MrBlarney to send you the trauma token on D'Anna since it could be a Disaster token.
Looking at the rules in the OP, it is not clear whether the trauma token is announced or not. I took into consideration that in a real game others would see me place the token, but not actually seeing what they look like I don't know if they're discernible from each other.
Either, way, edited to take out the description of the token.
Gandalf is right, here; when you place one of your tokens on a new ally, which token it is should be a secret. You should probably edit your post.
Additionally, the ally hasn't even resolved yet; you need to wait for MrBlarney to send you the trauma token on D'Anna since it could be a Disaster token.
I thought you only got the Disaster from Sickbay/Brig tokens.
edit: I mean, you can still flip over a Disaster, but it doesn't execute you.
Gandalf is right, here; when you place one of your tokens on a new ally, which token it is should be a secret. You should probably edit your post.
Additionally, the ally hasn't even resolved yet; you need to wait for MrBlarney to send you the trauma token on D'Anna since it could be a Disaster token.
I thought you only got the Disaster from Sickbay/Brig tokens.
edit: I mean, you can still flip over a Disaster, but it doesn't execute you.
...Really? I'm going through the rules, and I don't see this part mentioned. What am I not reading?
The trauma tokens are all sized the same; one side has the Benevolent/Antagonistic/Disaster symbol and the other side is the same for all the tokens. Whenever you draw one from the general pile or place a token from your pile it's always in secret, unless you draw a Disaster token in which case it must be revealed immediately.
Tenek is actually right to correct me; let me try and explain the Ally/Trauma token process, heh.
Sickbay and the Brig will always have a token on them, as do Allies.
If you start your turn in Sickbay or the Brig, you're forced to take that token that is there. You look at it secretly; if it's Antagonistic or Benevolent, it adds to your pile. If it's a Disaster token, you reveal it and you're Executed. Then, a replacement token is drawn from the general pile and put on that location.
If you end your Movement in a location with an Ally, you reveal the token that is there and process the relevant effect on the Ally. If you reveal a disaster token in this way, the token is returned to the general pile and neither result on the Ally is processed. Either way, the Ally is discarded; a new Ally is drawn and the player chooses one of his tokens to secretly place on it.
Additionally; trauma tokens are never removed from the game. They are always either on the game board, in a player's pile or in the general pile. Thusly, the more Trauma tokens that are in play / in hand, the more dangerous it is to draw a Trauma token.
If you end your Movement in a location with an Ally, you reveal the token that is there and process the relevant effect on the Ally. If you reveal a disaster token in this way, the token is returned to the general pile and neither result on the Ally is processed. Either way, the Ally is discarded; a new Ally is drawn and the player chooses one of his tokens to secretly place on it.
Oh, okay - so when you reveal a token from an ally, it isn't placed into your personal baggage. Got it.
If you end your Movement in a location with an Ally, you reveal the token that is there and process the relevant effect on the Ally. If you reveal a disaster token in this way, the token is returned to the general pile and neither result on the Ally is processed. Either way, the Ally is discarded; a new Ally is drawn and the player chooses one of his tokens to secretly place on it.
Oh, okay - so when you reveal a token from an ally, it isn't placed into your personal baggage. Got it.
That's correct; paying a visit to an Ally is how a Human with lots of trauma tokens can shed those tokens. Of course, if you're heavy on Antagonistic tokens and you put them down, what will your fellow Humans say if they're eventually revealed? :twisted:
If you end your Movement in a location with an Ally, you reveal the token that is there and process the relevant effect on the Ally. If you reveal a disaster token in this way, the token is returned to the general pile and neither result on the Ally is processed. Either way, the Ally is discarded; a new Ally is drawn and the player chooses one of his tokens to secretly place on it.
Oh, okay - so when you reveal a token from an ally, it isn't placed into your personal baggage. Got it.
That's correct; paying a visit to an Ally is how a Human with lots of trauma tokens can shed those tokens. Of course, if you're heavy on Antagonistic tokens and you put them down, what will your fellow Humans say if they're eventually revealed? :twisted:
Movement Step: Diorinix remains in the Press Room. Ally Resolution: Diorinix encounters D'anna Biers and resolves her Ally card - the result is Beneficial. +1 Morale. A new ally, Margaret "Racetrack" Edmondson, is drawn, and Diorinix places one of his Trauma tokens on her character. (Note: When placing a new Ally, there is no need to note that action in the thread, since it is automatic. Just respond to my PM when I send you that Ally's information. And when discussing the Trauma that has been placed on allies, it is better to err on the side of secrecy and not discuss it when placing.) Action Step: Diorinix activates the Press Room and draws 2 Politics cards.
Tory Foster communicates with the press regarding recent events. D'anna Biers in particular seems to be in a good mood, writing up a story that will be sure to keep everyone's hopes alive. She also has another idea to try and bring everyone's spirits up...
Crisis Step: Medal of Distinction
Admiral Saul Tigh (Void Slayer) must choose:
A) +1 morale, place 2 civilian ships on the game board, and then Activate Raiders OR -1 morale
After Crisis: Activate Basestars, Advance Jump Preparation
Diorinix will need to decide whether Galactica or Pegasus will be damaged, should the Basestar shot hit.
EDIT: On another side note, there are currently two Allies in Weapons Control. If anyone moves there to resolve them, only one may be resolved per turn, so make your choice when you make your movement.
That reminds me - since you're the CAG you'll need to place the civilian ships, keeping in mind the placement rules. So be prepared for that if that's the option that is going to be triggered. (And yes, you can send me conditional orders via PM, if you want.)
Also: That damn Basestar needs to be taken care of something fierce. I don't have a big enough card to smash it with Pegasus's forward guns yet, either.
At this rate we might end up with more food and better spirits then when we escaped.
Void Slayer on
He's a shy overambitious dog-catcher on the wrong side of the law. She's an orphaned psychic mercenary with the power to bend men's minds. They fight crime!
Admiral Saul Tigh (Void Slayer) must choose:
A) +1 morale, place 2 civilian ships on the game board, and then Activate Raiders OR -1 morale
Void Slayer chooses option A, +1 morale. The Ender places civilian ships in the port-bow (7 o'clock) and port-quarter (5 o'clock) locations, and Raiders in the starboard-quarter (11 o'clock) advance to starboard-bow (1 o'clock).
Admiral Tigh accepts, on behalf of all The Resistance that aided the escape from New Caprica, an award for bravery and service, and the continued survival of the human race.
After Crisis: Activate Basestars, Advance Jump Preparation
Basestar Attack: 5, Hit. Diorinix must choose to damage either Galactica or Pegasus.
Posts
El Skid discards Leadership 1 - Executive Order and Engineering 1 - Repair.
Void Slayer selects [Military Leader] Saul Tigh, drawing new Trauma and Loyalty. Void Slayer retains the Admiral Title as per line of succession. (And no, executed players don't draw new Skill Cards.)
After Crisis: Activate Basestars, Advance Jump Preparation
Basestar Attack: 6 - Hit. El Skid chooses to damage Pegasus; Airlock damaged.
Jump Preparation advances to level 4 - Jump available but with high risk.
Turn 4: CAG Louanne "Kat" Katraine (The Ender)
Receive Skills Step: The Ender draws 1 Leadership, 2 Tactics, and 2 Piloting
Current Situation:
Jump Preparation: Level 4 - Jump Available at high risk (-3 Population on roll of 6 or lower)
Pursuit Track: Level 1.
Distance Covered: 0
Galactica: No damage, no boarding parties.
Pegasus: Airlock damaged.
Nuke Tokens: 2 remain.
Quorum Cards: 3 in hand.
Ship Reserves: 2 Viper Mk IIs and 4 Raptors available, 4 Viper Mk VIIs damaged.
Characters:
"Caprica" Six (Tenek) - Caprica (3 Cards, 3 Trauma)
Admiral Saul Tigh (Void Slayer) - Command (0 Cards, 3 Trauma)
Callandra "Cally" Tyrol (El Skid) - Pegasus CIC (4 Cards, 3 Trauma)
CAG Louanne "Kat" Katraine (The Ender) - Hangar Deck (5 Cards, 3 Trauma)
Tory Foster (Diorinix) - Press Room (0 Cards, 3 Trauma)
Samuel T. Anders (Gene Parmesan) - Armory (0 Cards, 3 Trauma)
President Gaius Baltar (Capfalcon) - President's Office (0 Cards, 3 Trauma)
Allies:
D'Anna Biers (Press Room)
Antagonistic Result: Opportunistic Cylon - Draw 2 trauma tokens or discard 3 Skill Cards.
Antagonistic Result: Inexperienced Leader - Roll a die. On a 4 or lower, lose 1 population.
Antagonistic Result: Went Too Far - Draw a civilian ship to destroy.
Galactica Space:
Fore (9 o'clock) - 1 Basestar.
Starboard-bow (11 o'clock) - 3 Raiders.
Starboard-quarter (1 o'clock) - None.
Aft (3 o'clock) - 2 Civilian Ships.
Port-quarter (5 o'clock) - 1 Unmanned Viper Mk II.
Port-bow (7 o'clock) - 3 Unmanned Viper Mk IIs.
Cylon Space
Fore (9 o'clock) - None.
Starboard-bow (11 o'clock) - None.
Starboard-quarter (1 o'clock) - None.
Aft (3 o'clock) - None.
Port-quarter (5 o'clock) - None.
Port-bow (7 o'clock) - None.
Do you guys think I should jump into a Viper and get some fighter coverage on our civvies right away, or should I jump into the Main Batteries and smoke a pair of Raiders right now?
Action: Jump into a Viper, exiting Galactica in her Port-Quarter.
Action: Use CAG ability to activate the unmanned Viper in the Galactica's Port-Quarter, moving it to her aft.
Action: Move to Galactica's aft.
Movement Step: No movement.
Action Step: Launch in a viper to port-quarter (5 o'clock). Use CAG action to activate Port-Quarter unmanned viper, moving it to Aft (3 o'clock). Use launch action to move to Aft (3 o'clock).
Kat launches in a viper and moves with another viper pilot to the aft of Galactica to cover some civilian ships. DRADIS suddenly erupts with signs of a sudden Raider strike.
Crisis Step: Raiders Inbound
CAG Louanne "Kat" Katraine (The Ender) must choose:
A) -1 population and damage Galactica or Pegasus once.
OR
CAG Louanne "Kat" Katraine (The Ender) and Admiral Saul Tigh (Void Slayer) must each discard 3 Skill Cards.
After Crisis: Activate Heavy Raiders
B seems best.
Gah. Gotta ask me hard questions.
Discard Tactics 1 - Launch Scout, Leadership 2 - Executive Order and Tactics 3 - Strategic Planning
Crisis Step: Raiders Inbound
CAG Louanne "Kat" Katraine (The Ender) must choose:
A) -1 population and damage Galactica or Pegasus once.
OR
CAG Louanne "Kat" Katraine (The Ender) and Admiral Saul Tigh (Void Slayer) must each discard 3 Skill Cards.
The Ender chooses option B, discarding Leadership 2 - Executive Order, Tactics 1 - Launch Scout, and Tactics 3 - Strategic Planning. Void Slayer has no cards to discard.
The incoming raider group is quickly mopped up with no losses.
After Crisis: Activate Heavy Raiders
One Heavy Raider is launched from the Fore Basestar.
Turn 5: Tory Foster (Diorinix):
Receive Skills Step: Diorinix draws 3 Politics, 1 Leadership, and 1 Tactics.
Current Situation:
Jump Preparation: Level 4 - Jump Available at high risk (-3 Population on roll of 6 or lower)
Pursuit Track: Level 1.
Distance Covered: 0
Galactica: No damage, no boarding parties.
Pegasus: Airlock damaged.
Nuke Tokens: 2 remain.
Quorum Cards: 3 in hand.
Ship Reserves: 1 Viper Mk II and 4 Raptors available, 4 Viper Mk VIIs damaged.
Characters:
"Caprica" Six (Tenek) - Caprica (3 Cards, 3 Trauma)
Admiral Saul Tigh (Void Slayer) - Command (0 Cards, 3 Trauma)
Callandra "Cally" Tyrol (El Skid) - Pegasus CIC (4 Cards, 3 Trauma)
CAG Louanne "Kat" Katraine (The Ender) - Viper Mk. II @ Aft (3 o'clock) (2 Cards, 3 Trauma)
Tory Foster (Diorinix) - Press Room (5 Cards, 3 Trauma)
Samuel T. Anders (Gene Parmesan) - Armory (0 Cards, 3 Trauma)
President Gaius Baltar (Capfalcon) - President's Office (0 Cards, 3 Trauma)
Allies:
D'Anna Biers (Press Room)
Antagonistic Result: Opportunistic Cylon - Draw 2 trauma tokens or discard 3 Skill Cards.
Antagonistic Result: Inexperienced Leader - Roll a die. On a 4 or lower, lose 1 population.
Antagonistic Result: Went Too Far - Draw a civilian ship to destroy.
Galactica Space:
Fore (9 o'clock) - 1 Basestar, 1 Heavy Raider.
Starboard-bow (11 o'clock) - 3 Raiders.
Starboard-quarter (1 o'clock) - None.
Aft (3 o'clock) - Kat-piloted Viper Mk II, 1 Unmanned Viper Mk II, 2 Civilian Ships.
Port-quarter (5 o'clock) - None.
Port-bow (7 o'clock) - 3 Unmanned Viper Mk IIs.
Cylon Space
Fore (9 o'clock) - None.
Starboard-bow (11 o'clock) - None.
Starboard-quarter (1 o'clock) - None.
Aft (3 o'clock) - None.
Port-quarter (5 o'clock) - None.
Port-bow (7 o'clock) - None.
I thought basestars hit on a 4-8...
Action: Activate Press room (draw 2 Pol)
Stay put in Press Room for movement, resolve ally D'Anna Biers.
Mmmmm....toasty.
Ah, whoops. I totally misread the roll. Revise the outcome to be: "Basestar Attack: 6 - Hit. El Skid chooses to damage Pegasus; Airlock damaged."
I'll give The Ender and Diorinix the opportunity to change their actions if they wish, but I suspect no changes will be necessary? Diorinix's activities will be resolved once this has been verified.
Just wanted to make sure we got this right...
No, I know for sure it is a 6. I have a big table of die rolls that I generated before the game that I am pulling from in sequential order, and the first entry is a 6. Would it make more sense for me to start using an online die roller?
Mmmmm....toasty.
Releasing 1 x trauma token to the new ally to be placed after resolution.
Mmmmm....toasty.
Mmmmm....toasty.
Additionally, the ally hasn't even resolved yet; you need to wait for MrBlarney to send you the trauma token on D'Anna since it could be a Disaster token.
Inquisitor77: Rius, you are Sisyphus and melee Wizard is your boulder
Tube: This must be what it felt like to be an Iraqi when Saddam was killed
Bookish Stickers - Mrs. Rius' Etsy shop with bumper stickers and vinyl decals.
Looking at the rules in the OP, it is not clear whether the trauma token is announced or not. I took into consideration that in a real game others would see me place the token, but not actually seeing what they look like I don't know if they're discernible from each other.
Either, way, edited to take out the description of the token.
Mmmmm....toasty.
I thought you only got the Disaster from Sickbay/Brig tokens.
edit: I mean, you can still flip over a Disaster, but it doesn't execute you.
...Really? I'm going through the rules, and I don't see this part mentioned. What am I not reading?
Tenek is actually right to correct me; let me try and explain the Ally/Trauma token process, heh.
Sickbay and the Brig will always have a token on them, as do Allies.
If you start your turn in Sickbay or the Brig, you're forced to take that token that is there. You look at it secretly; if it's Antagonistic or Benevolent, it adds to your pile. If it's a Disaster token, you reveal it and you're Executed. Then, a replacement token is drawn from the general pile and put on that location.
If you end your Movement in a location with an Ally, you reveal the token that is there and process the relevant effect on the Ally. If you reveal a disaster token in this way, the token is returned to the general pile and neither result on the Ally is processed. Either way, the Ally is discarded; a new Ally is drawn and the player chooses one of his tokens to secretly place on it.
Additionally; trauma tokens are never removed from the game. They are always either on the game board, in a player's pile or in the general pile. Thusly, the more Trauma tokens that are in play / in hand, the more dangerous it is to draw a Trauma token.
Inquisitor77: Rius, you are Sisyphus and melee Wizard is your boulder
Tube: This must be what it felt like to be an Iraqi when Saddam was killed
Bookish Stickers - Mrs. Rius' Etsy shop with bumper stickers and vinyl decals.
Oh, okay - so when you reveal a token from an ally, it isn't placed into your personal baggage. Got it.
That's correct; paying a visit to an Ally is how a Human with lots of trauma tokens can shed those tokens. Of course, if you're heavy on Antagonistic tokens and you put them down, what will your fellow Humans say if they're eventually revealed? :twisted:
Inquisitor77: Rius, you are Sisyphus and melee Wizard is your boulder
Tube: This must be what it felt like to be an Iraqi when Saddam was killed
Bookish Stickers - Mrs. Rius' Etsy shop with bumper stickers and vinyl decals.
Well, I know what I'll say:
"Wasn't me, bro. Totes wasn't me."
Movement Step: Diorinix remains in the Press Room.
Ally Resolution: Diorinix encounters D'anna Biers and resolves her Ally card - the result is Beneficial. +1 Morale. A new ally, Margaret "Racetrack" Edmondson, is drawn, and Diorinix places one of his Trauma tokens on her character. (Note: When placing a new Ally, there is no need to note that action in the thread, since it is automatic. Just respond to my PM when I send you that Ally's information. And when discussing the Trauma that has been placed on allies, it is better to err on the side of secrecy and not discuss it when placing.)
Action Step: Diorinix activates the Press Room and draws 2 Politics cards.
Tory Foster communicates with the press regarding recent events. D'anna Biers in particular seems to be in a good mood, writing up a story that will be sure to keep everyone's hopes alive. She also has another idea to try and bring everyone's spirits up...
Crisis Step: Medal of Distinction
Admiral Saul Tigh (Void Slayer) must choose:
A) +1 morale, place 2 civilian ships on the game board, and then Activate Raiders
OR
-1 morale
After Crisis: Activate Basestars, Advance Jump Preparation
Diorinix will need to decide whether Galactica or Pegasus will be damaged, should the Basestar shot hit.
EDIT: On another side note, there are currently two Allies in Weapons Control. If anyone moves there to resolve them, only one may be resolved per turn, so make your choice when you make your movement.
I'll keep the civvies safe & snug.
That reminds me - since you're the CAG you'll need to place the civilian ships, keeping in mind the placement rules. So be prepared for that if that's the option that is going to be triggered. (And yes, you can send me conditional orders via PM, if you want.)
Here here.
As a side note, that's an amazing crisis. Jump AND morale?
Twitch Stream
Lousy Basestars. -.-
At this rate we might end up with more food and better spirits then when we escaped.
Crisis Step: Medal of Distinction
Admiral Saul Tigh (Void Slayer) must choose:
A) +1 morale, place 2 civilian ships on the game board, and then Activate Raiders
OR
-1 morale
Void Slayer chooses option A, +1 morale. The Ender places civilian ships in the port-bow (7 o'clock) and port-quarter (5 o'clock) locations, and Raiders in the starboard-quarter (11 o'clock) advance to starboard-bow (1 o'clock).
Admiral Tigh accepts, on behalf of all The Resistance that aided the escape from New Caprica, an award for bravery and service, and the continued survival of the human race.
After Crisis: Activate Basestars, Advance Jump Preparation
Basestar Attack: 5, Hit. Diorinix must choose to damage either Galactica or Pegasus.