[Military Leader] William Adama
Spoiler:
Skill Card Draw: 3 Leadership, 2 Tactics
General Ability: Inspirational Leader – When you draw a Crisis Card, all 1 strength Skill Cards count positive for the skill check.
One-Time Ability: Command Authority – Once per game, after resolving a skill check, instead of discarding the used Skill Cards, draw them into your hand.
Disadvantage: Emotionally Attached – You may not activate the “Admiral’s Quarters†location.
Setup Location: Admiral’s Quarters
[Military Leader] Saul Tigh
Spoiler:
Skill Card Draw: 2 Leadership, 3 Tactics
General Ability: Cylon Hatred – When a player activates the “Admiral Quarters†location, you may choose to reduce the difficulty by 3.
One-Time Ability: Declare Martial Law – Action: Once per game, give the President title to the Admiral.
Disadvantage: Alcoholic – At the start of any player’s turn, if you have exactly 1 Skill Card in your hand, you must discard it.
Setup Location: Command
[Military Leader] Karl "Helo" Agathon
Spoiler:
Skill Card Draw: 2 Leadership, 2 Tactics, 1 Piloting
General Ability: ECO Officer - During your turn, you may reroll a die that was just rolled (once per turn). You must use the new result.
One-Time Ability: Moral Compass - Once per game, after a player makes a choice on a Crisis Card, you may change it.
Disadvantage: Stranded - Your character is not placed on the game board at the start of the game. While not on the game board, you may not move, be moved, or take actions. At the start of your 2nd turn, place your character on the "Hangar Deck" location.
[Political Leader] Laura Roslin
Spoiler:
Skill Card Draw: 3 Politics, 2 Leadership
General Ability: Religious Visions - When you draw Crisis Cards, draw 2 and choose 1 to resolve. Place the other on the bottom of the deck.
One-Time Ability: Skilled Politician - Action: Once per game, draw 4 Quorum Cards. Choose 1 to resolve and place the rest on the bottom of the deck. You do not need to be President to use this ability.
Disadvantage: Terminal Illness - In order to activate a location, you must first discard 2 Skill Cards.
Setup Location: President's Office
[Political Leader] Gaius Baltar
Spoiler:
Skill Card Draw: 2 Politics, 1 Leadership, 1 Engineering
General Ability: Delusional Intuition - After you draw a Crisis Card, draw 1 Skill Card of your choice (it may be from outside your skill set).
One-Time Ability: Cylon Detector - Action: Once per game, you may look at all Loyalty Cards belonging to another player.
Disadvantage: Coward - You start the game with 2 Loyalty Cards (instead of 1).
Setup Location: Research Lab
[Political Leader] Tom Zarek
Spoiler:
Skill Card Draw: 2 Politics, 2 Leadership, 1 Tactics
General Ability: Friends in Low Places - When a player activates the "Administration" or the "Brig" location, you may choose to reduce or increase the difficulty by 2.
One-Time Ability: Unconventional Tactics - Action: Once per game, lose 1 population to gain 1 of any other resource type.
Disadvantage: Convicted Criminal - You may not activate locations occupied by other characters (except the "Brig").
Setup Location: Administration
[Pilot] Lee "Apollo" Adama
Spoiler:
Skill Card Draw: 1 Tactics, 2 Piloting, 2 Leadership/Politics
General Ability: Alert Viper Pilot - When a viper is placed in a space area from the "Reserves", you may choose to pilot it and take 1 action. You may only do this when you are on a Galactica location, excluding the "Brig".
One-Time Ability: CAG - Action: Once per game, you may activate up to 6 unmanned vipers.
Disadvantage: Headstrong - When you are forced to discard Skill Cards, you must discard randomly.
Setup Location: Launch and pilot a Viper
[Pilot] Kara "Starbuck" Thrace
Spoiler:
Skill Card Draw: 2 Tactics, 2 Piloting, 1 Leadership/Engineering
General Ability: Expert Pilot - When you start your turn piloting a viper, you may take 2 actions during your Action Step (instead of 1).
One-Time Ability: Secret Destiny - Once per game, immediately after a Crisis Card is revealed, discard it and draw a new one.
Disadvantage: Insubordinate - When a player chooses you with the "Admiral's Quarters" location, reduce the difficulty by 3.
Setup Location: Hangar Deck
[Pilot] Sharon "Boomer" Valerii
Spoiler:
Skill Card Draw: 2 Tactics, 2 Piloting, 1 Engineering
General Ability: Recon - At the end of your turn, you may look at the top card of the Crisis Deck and place it on the top or bottom.
One-Time Ability: Mysterious Intuition - Once per game, before resolving a skill check on a Crisis Card, choose the result (Pass or Fail), instead of resolving it normally.
Disadvantage: Sleeper Agent - During the Sleeper Agent Phase, you are dealt 2 Loyalty Cards (instead of 1) and then moved to the "Brig" location.
Setup Location: Armory
[Support] "Chief" Galen Tyrol
Spoiler:
Skill Card Draw: 1 Politics, 2 Leadership, 2 Engineering
General Ability: Maintenance Engineer - During your turn, after you use a "Repair" Skill Card, you may take another action (once per turn).
One-Time Ability: Blind Devotion - Once per game, after cards have been added to a Skill Check (but before revealing them), you may choose a skill type. All cards of the chosen type are considered strength 0.
Disadvantage: Reckless - Your hand limit is 8 (instead of 10).
Setup Location: Hangar Deck
Posts
Rend -
General Ability: Inspirational Leader – When you draw a Crisis Card, all 1 strength Skill Cards count positive for the skill check.
One-Time Ability: Command Authority – Once per game, after resolving a skill check, instead of discarding the used Skill Cards, draw them into your hand. [Used Turn 37]
Disadvantage: Emotionally Attached – You may not activate the “Admiral’s Quarters” location.
Skill Check [15] Leadership + Tactics
Pass: No effect.
Fail: -1 Fuel, -1 Food, and -1 Population. [Used Turn 37]
General Ability: Expert Pilot - When you start your turn piloting a viper, you may take 2 actions during your Action Step (instead of 1).
One-Time Ability: Secret Destiny - Once per game, immediately after a Crisis Card is revealed, discard it and draw a new one. [Used Turn 11]
Disadvantage: Insubordinate - When a player chooses you with the "Admiral's Quarters" location, reduce the difficulty by 3.
General Ability: Friends in Low Places - When a player activates the "Administration" or the "Brig" location, you may choose to reduce or increase the difficulty by 2.
One-Time Ability: Unconventional Tactics - Action: Once per game, lose 1 population to gain 1 of any other resource type.
Disadvantage: Convicted Criminal - You may not activate locations occupied by other characters (except the "Brig").
Reserves:
Wildcat
JWashke
Game Progress
Turn 00: Setup Phase | The journey begins...
Turn 01: William Adama | Crisis: Food Shortage | Apollo tears down the Raiders, and the President and Admiral weigh in on a Food Shortage.
Turn 02: Lee "Apollo" Adama | Crisis: Ambush | Lee Adama continues to destroy Raiders with ease, but the Cylons stage an Ambush that shakes the rookie pilots of the fleet.
Turn 03: Kara "Starbuck" Thrace | [url=http://forums.penny-arcade.com/showthread.php?p=8718950#post8718950[/url]Crisis: Water Shortage[/url] | Starbuck deploys to the aft of Galactica to protect the civilian fleet, while President Baltar deals with a Water Shortage.
Turn 04: Gaius Baltar | Crisis: Requested Resignation | President Baltar moves to Colonial One to rally the fleet, and Admiral Adama refuses to request the President's resignation.
Turn 05: Tom Zarek | Crisis: Prisoner Revolt | The Admiral fires a nuke at the tailing Basestar, destroying it. A Prisoner Revolt is resolved peacefully.
Turn 06: William Adama | Crisis: Elections Loom | Starbuck is unable to reduce the number of Raiders, while election planning goes off without incident.
Turn 07: Lee "Apollo" Adama | Crisis: Fulfiller of Prophecy | Apollo has trouble against the Raiders in his zone, but his support of the Prophecy helps stabilize the fleet.
Turn 08: Kara "Starbuck" Thrace | Crisis: A Traitor Accused | Kara Thrace shoots down some Raptors, and an accusation of traitorous activity is voiced but not acted upon.
Turn 09: Gaius Baltar | Crisis: Rescue Caprica Survivors | Baltar authorizes use of Brutal Force on the Heavy Raider approaching Galactica, and orders a rescue of the Caprica survivors. The fleet jumps for the first time.
Turn 10: Tom Zarek | Crisis: Terrorist Investigations | Tom Zarek takes the presidency from Gaius Baltar, and Terrorist Investigations turn up nothing of note.
Turn 11: William Adama | Crisis: Build Cylon Detector | A Raptor sent for scouting disappears, Starbuck tells the fleet to change course, and the Admiral gives up a nuclear warhead for Cylon detector research.
Turn 12: Lee "Apollo" Adama | Crisis: Rescue the Fleet | Lee Adama orders the launch of vipers in case of an attack, and William Adama must go on without going back for ships that have strayed from the fleet.
Turn 13: Kara "Starbuck" Thrace | Crisis: Crippled Raider | Starbuck sees that the Hangar Deck is restored to full operation, and a Crippled Raider is captured and analyzed.
Turn 14: Gaius Baltar | Crisis: Weapon Malfunction | Baltar calls for a press conference regarding recent events, and a Weapon Malfunction on Galactica causes some damage.
Turn 15: Tom Zarek | Crisis: Heavy Assault The new President calls William Adama from Sickbay, while a couple of Cylon basestars suddenly appear to bombard the fleet.
Turn 16: William Adama | Crisis: Rescue Mission William Adama jumps the fleet and helps scout a Tylium planet for a source of fuel. An injury during the expedition and the toll of so many hurdles through the journey reduces the fleet's morale.
Turn 17: Lee "Apollo" Adama | Crisis: Cylon Screenings | Apollo brings the Admiral out of Sickbay once again, another Raptor scout is lost, and the question of screening the leadership of being Cylons is avoided safely.
Turn 18: Kara "Starbuck" Thrace | Crisis: Forced Water Mining Starbuck aids in the repair of the ship's Armory, and an icy planet is mined for water, replenishing the fleet's supplies.
Turn 19: Gaius Baltar | Crisis: Water Shortage | Gaius Baltar continues to talk with the press, while another water shortage threat hits the fleet but is safely passed.
Turn 20: Tom Zarek | Crisis: Legendary Discovery | Tom Zarek tries to bring the Quorum together to further increase Food rationing, but does not get anything passed, while the fleet encounters a Legendary Discovery that points to Kobol, one of the markers that will lead them to Earth. The Sleeper Phase is activated.
Turn 21: William Adama | Crisis: Food Shortage | Admiral Adama sends out a scout for danger, and another Food Shortage hits the fleet.
Turn 22: Lee "Apollo" Adama | Crisis: Cylon Tracking Device | Lee Adama prepares himself for future situations, and a Cylon device is found and destroyed before it can have adverse effect.
Turn 23: Kara "Starbuck" Thrace | Crisis: The Olympic Carrier | Starbuck leads out a scouting Viper of her own, and a mysterious event with the Olympic Carrier is seen out with no loss of life. The fleet jumps for the third time.
Turn 24: Gaius Baltar | Crisis: Besieged | Gaius completes a Cylon Detector, which he uses to test the Admiral. Galactica finds itself under attack once more, and Apollo reveals himself to be a Cylon.
Turn 25: Tom Zarek | Crisis: Cylon Virus | Zarek gets William Adama out of sickbay to command a viper to protect the civilian fleet, while a Cylon Virus allows a Heavy Raider to deposit Centurions in the interior of Galactica.
Turn 26: William Adama | Crisis: Boarding Parties | The Admiral continues to direct the Viper, while a second Basestar appears to flank Galactica.
Turn 27: Lee "Apollo" Adama | Lee Adama commands the raiders to attack, tearing through a number of civilian ships.
Turn 28: Kara "Starbuck" Thrace | Crisis: Thirty-Three | Starbuck attempts to stop the Cylon boarding party, while outside of Galactica, the Cylon Raiders continue to decimate the fleet.
Turn 29: Gaius Baltar | Crisis: Prison Labor | Baltar moves to the President's Office and consolidates power, and disrupts an emergency plan to put the prisoner population to work.
Turn 30: Tom Zarek | Crisis: Scouting for Water | The President puts the admiral in Command once again, and a raider's destruction staves off defeat for a little longer. Food supplies continue to dwindle while the fleet is under siege.
Turn 31: William Adama | Crisis: Scouting for Fuel Admiral Adama tells the civilian ships to try and move to safer ground, and declines a search for fuel while Raiders continue to swarm.
Turn 32: Lee "Apollo" Adama | Heavy Raiders are called into action, and more Centurions pour into Galactica, while the boarding party already present continues to advance.
Turn 33: Kara "Starbuck" Thrace | Crisis: Riots | Kara Thrace takes command of a viper to take down some Raiders, while Riots begin to break out on the harried fleet's ships.
Turn 34: Gaius Baltar | Crisis: Water Shortage | Baltar sends out a scout to see the dangers ahead, and the riots result in another Water Shortage.
Turn 35: Tom Zarek | Crisis: Tactical Strike | Zarek and Adama try to stop the Cylon boarding parties from advancing, while more Cylon ships come in for the attack.
Turn 36: William Adama | Crisis: Rescue Mission | Adama sends out a scout to see the dangers ahead, and gets injured in a firefight with the Cylon Boarding Parties. The fleet finally is able to jump away from the Cylon pursuers.
Turn 37: Lee "Apollo" Adama | Super Crisis: Inbound Nukes | A nuclear bomb planted on Galactica threatens to take it down, even as it has escaped the Cylon fleet; the full effort of the remaining crew of Galactica miraculously uncovers and disposes of the trap safely.
Turn 38: Kara "Starbuck" Thrace | Crisis: Keep Tabs on Visitor | Kara Thrace and William Adama support Zarek in eliminating a Centurion boarding party, while Thrace also keeps her eye on an unexpected and unwelcome guest.
Turn 39: Gaius Baltar | Gaius finally reveals his hand in recent events as a Cylon agent, sending a shock through the fleet that reduces its morale.
Turn 40: Tom Zarek | Crisis: Water Sabotaged | Tom Zarek gets William Adama out of sickbay, and Adama orders another scouting run; a water tank bursts, reducing the fleet's water supplies.
Turn 41: William Adama | Crisis: Guilt by Collusion | The Admiral continues to scout the dangers ahead, while confusion and anger about the Cylon agents among the fleet continues to eat away at Morale.
Turn 42: Lee "Apollo" Adama | Crisis: Food Shortage | Supplies continue to dwindle in the fleet, and food and water reserves are completely depleted, dooming humanity to fade out in the blackness of space.
Cylons are victorious on Turn 42, via depletion of the Food resource!
Before the game started, players were asked to rank their desired characters for playing the game. The results:
abotkin: <no preference>
Darian:
DevoutlyApathetic:
Maddoc:
Rend:
Discussion is now open for modification of character selection. Keep in mind that you want a team that is balanced for all situations, and that eventually two of you will join the Cylon side. Also keep in mind the restrictions on character selection for the five-player game: at least one each of [Military Leader], [Political Leader], and [Pilot] must be chosen, with no more than two of any one type. ([Support] may be freely chosen.)
Indicate your choice of character in this thread in bold cyan. Once character selection has finished, a random turn order will be created and the first round will begin.
I'm sensing a serious lack of engineering, so I'd suggest abotkin go for either Chief or for Boomer/Starbuck. And since we don't have any pilots other than me, Boomer or Starbuck might be the better option.
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I've got a bit of Engineering going, more if it really comes down to it via the sexy advisor living in my head, but I can't argue with the logic in having another pilot also with Engineering on hand.
I vote for Tyrol as our last player, since his support role is absolutely invaluable. Boomer is nice with the scouting, but it can be a definite lifesaver to be able to repair the FTL and jump in the same turn.
People were signing up in the Boardgames thread long before this thread was up (and almost immediately after my interest in running a game was voiced).
People were jumping all over Darian when he mentioned he might possibly run another game sometime in the indeterminate future.
Vicious lies. Valkun's game didn't fill until some hours after he annouced it. Is this the behavior of a proper President?
Tom Zarek, for a better tomorrow.
I'll draw one of each of my colors in the setup phase.
Tyrol's special ability never seems to get used to any real effect. We already have to solid sources of his non-engineering skills. I'd actually push for Tigh or Helo. Helo's ability is incredibly good and we might be a little light on tactics in the end of this. I have massive <3's for Helo though so I'm biased.
Borderlands 2 PA Xbox Metatag - Bazillion Guns
Also, yes, to expediate things slightly I'll be doing the same and drawing one of each of my colours during the setup phase.
Tyrol only gets the bonus action on his own turn, so in cases where he is given an XO, this still wouldn't happen.
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Yes, Damn Dirty Cylons certainly would have the misunderstanding of our political system. Here, now, in this time of dire crisis when each and every last human must do their all in preserving not simply our Colony, or our Faith, but our very existence as a species do we not owe each of these brave heroes the Truth?
Zarek, I have a leather jacket, for President
Borderlands 2 PA Xbox Metatag - Bazillion Guns
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Which is going to be:
1 - Leadership
2 - Tactics
Rend
Darian
abotkin
Maddoc
DevoutlyApathetic
If anyone wants to change their starting card distribution, you can still do so. (Rend will not draw his starting hand, since he will start the game by drawing his regular five Skill Cards.)
2 - Piloting
1 - Politics
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Happily, with an XO I get to move then take an action, so if I manage to draw a maximum firepower, that means moving from 7 to 9 and then pew pew pew pew (allowing for one miss and still taking them all down).
Edit: Of course, once I actually have my cards, I won't be able to tell you if I got it or not. You'll just have to wait and see!
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Once abotkin chooses his character (and perhaps his starting Skill Cards) I can send out Loyalty Cards (and starting hands) and we can start the game proper.
Oh ho!
Well, you know, aside from Launch Scout.
edit: <3 DA
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The journey begins...
Current Situation:
Jump Marker: Level 1 - Jump Unavailable
Distance Covered: 0
Galactica: No damage, no boarding parties.
Nuke Tokens: 2 remain.
Quorum Cards: 1 in hand.
Ship Reserves: 5 Vipers and 4 Raptors available.
Characters:
Admiral William Adama (Rend) - Admiral's Quarters, 5 cards in hand.
Lee "Apollo" Adama (Darian) - Viper at port-bow of Galactica (7 o'clock), 3 cards in hand.
Kara "Starbuck" Thrace (abotkin) - Hangar Deck, 3 cards in hand.
President Gaius Baltar (Maddoc) - Research Lab, 3 cards in hand.
Tom Zarek (DevoutlyApathetic) - Administration, 3 cards in hand.
Space:
Fore (9 o'clock) - 1 Basestar, 3 Raiders.
Starboard-bow (11 o'clock) - None.
Starboard-quarter (1 o'clock) - None.
Aft (3 o'clock) - 2 Civilian Ships.
Port-quarter (5 o'clock) - 1 Unmanned Viper.
Port-bow (7 o'clock) - 1 Unmanned Viper, Lee Adama-Piloted Viper.
Starting Loyalty Cards and Skill Card hands are going out. I will be unavailable for much of the afternoon, so the next update will not be for a few hours. Rend, you may take your Movement and Action steps at this time. Be sure to indicate all plays in bold cyan.
EDIT: All starting Loyalty Cards and Skill Cards are out. I'll be back in a few hours to resolve things and start the first Crisis Card draw.
"Yes sir, we've got three raiders and a base ship out here, I'm closing in on the raiders now."
"You handle the raiders... Leave the base stars to us."
Move to [Weapons Control]
Use 2 - Executive Order on Lee "Apollo" Adama "Take 'em out, Apollo."
My XO actions:
1. Activate viper to move to the fore location (9 o'clock).
2. Play Piloting 5 - Massive Firepower to attack the enemy raiders.
Are we rolling our own dice, or do you want to handle that on your end?
If the first three attacks all hit, use the fourth to take a run at the basestar.
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I asked him this question via PM, he said leave the rolling to him.
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Man, I am fucking cursed to go last in like every PbP I come near. Rawr!
Hate.
Borderlands 2 PA Xbox Metatag - Bazillion Guns
Movement Step: Move to Weapons Control
Action Step:: Play Leadership 2 to give actions to Apollo
Executive Orders: Apollo moves to the fore of Galactica (9 o'clock) and plays Piloting 5 to attack the deployed Raiders with Massive Firepower.
Attack 1: 4 > 3, Raider destroyed!
Attack 2: 5 > 3, Raider destroyed!
Attack 3: 6 > 3, Raider destroyed!
Attack 4: 4 < 8, Basestar undamaged.
Lee Adama handily scraps the deployed raiders.
Crisis Step: Food Shortage
President Gaius Baltar (Maddoc) must choose:
A) -2 Food.
OR
B) -1 Food. Gaius Baltar (Maddoc) discards 2 Skill Cards, then William Adama (Rend) discards 3 Skill Cards.
After Crisis: Raiders Activate, Jump Preparation Increases
President, once you have decided your action, make it known in bold cyan.
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I'm willing to hear out any opinion to the contrary however.