I'm gonna do as the old man says and get my drunk can out there! But I think it's best not to confront the enemy in my current "inebriated" state. Launch at 5 O'Clock. Then use my immediate action (from the hangar bay) to move to 3 O'Clock. For my second action (from the XO), I'll go ahead and move to 1 O'Clock.
That all sounds fine. But there's a new contact on DRADIS...
Crippled Raider
10 Tactics, Engineering Current Player (Bill Adama) Chooses A. Pass Increase the Jump Preparation track by 1
Fail -1 population OR B. Roll a die. If 4 or lower, place 3 raiders in front of Galactica and 1 civilian ship behind it. (activate raiders) (jump prep)
Crippled Raider
10 Tactics, Engineering Current Player (Bill Adama) Chooses A. Pass Increase the Jump Preparation track by 1
Fail -1 population OR
[strike]B. Roll a die. If 4 or lower, place 3 raiders in front of Galactica and 1 civilian ship behind it.[/strike] (activate raiders) (jump prep)[/QUOTE]
Wait, I'm good and lost. MacGuffin is Adama, but has Boomer as an icon and title (I assume from another PbP?) Cause I definitely got lost for a bit there.
Edit: Also, I assume from the fact that Adama pseudo-Boomer didn't play a card when picking that MacGuffin doesn't have a contribution to the card pool?
Crippled Raider
10 Tactics, Engineering Current Player (Bill Adama) Chooses A. Pass Increase the Jump Preparation track by 1
Fail -1 population OR
[strike]B. Roll a die. If 4 or lower, place 3 raiders in front of Galactica and 1 civilian ship behind it.[/strike] (activate raiders) (jump prep)[/QUOTE]
Crippled Raider
10 Tactics, Engineering Current Player (Bill Adama) Chooses A. Pass Increase the Jump Preparation track by 1
Fail -1 population OR
[strike]B. Roll a die. If 4 or lower, place 3 raiders in front of Galactica and 1 civilian ship behind it.[/strike] (activate raiders) (jump prep)
Heightened awareness in the fleet from spotting a crippled raider, combined with information gleaned from the craft after it is captured, allows the fleet to improve their jump preparedness.
Jump Track: [Start]COLOR="Red"][B]No Jump[/B][/COLOR[No Jump][-3][-1][Auto]
Cylon fleet: enemy raiders activate; six raiders move from 9 o'clock to 11 o'clock.
Turn Progress:
1. Receive Skills Step - 2Po, 1L, 1E
2. Movement Step - move to Weapons Control
3. Action Step - fire on the basestar; miss
4. Crisis Step - Resistance
5. Activate Cylon Ships Step (if necessary) - heavy raiders launch from the basestar at 9 o'clock
6. Prepare for Jump Step (if necessary) - jump prep advances
7. Discard and Check for Human Defeat.
Mr. President, the fleet awaits word from you. We need bold leadership in these dark days.
This is a good time to remind everyone to consider sending me contingency orders detailing when you might want to use Strategic Planning (+2 on a die roll), Evasive Maneuvers (force a raider to reroll its attack against a viper), and Declare Emergency (lower the target number for a skill check by two).
I'll go ahead to bed now; if anyone wants to play Strategic Planning on this attack (which would currently hit on a roll of 5 or better), let me know by the time I check back in tomorrow morning.
Ok, I move to Weapons Control and attack the basestar.
Baltar orders the Galactica to open fire on the enemy basestar, but the shots go just wide (1d8=4). Word begins to spread through the fleet that a resistance group is unsatisfied with the way food has been distributed; they are threatening to take over one of the civilian ships.
Posts
Looks like we need a man in command, so I'll move there.
Nothing but the rain.
I'm gonna do as the old man says and get my drunk can out there! But I think it's best not to confront the enemy in my current "inebriated" state. Launch at 5 O'Clock. Then use my immediate action (from the hangar bay) to move to 3 O'Clock. For my second action (from the XO), I'll go ahead and move to 1 O'Clock.
Crippled Raider
10 Tactics, Engineering
Current Player (Bill Adama) Chooses
A. Pass Increase the Jump Preparation track by 1
Fail -1 population
OR
B. Roll a die. If 4 or lower, place 3 raiders in front of Galactica and 1 civilian ship behind it.
(activate raiders)
(jump prep)
IOS Game Center ID: Isotope-X
BTW, was the XO that was just played a 1 or 2 Leadership?
Then get your gun, and bring the cat in.
And remember, every card with a 1 counts positive. But we could also go for the roll.
IOS Game Center ID: Isotope-X
Oh that's right. That probably won't be the last time I forget that you're the old man. But that probably won't change my contribution though.
Hmmm.... maybe I should shut my frakkin trap before I say too much and get in trouble. :oops:
Edit: To clarify that, if a couple of you can pitch in, I say we go for it.
IOS Game Center ID: Isotope-X
10 Tactics, Engineering
Current Player (Bill Adama) Chooses
A. Pass Increase the Jump Preparation track by 1
Fail -1 population
OR
[strike]B. Roll a die. If 4 or lower, place 3 raiders in front of Galactica and 1 civilian ship behind it.[/strike]
(activate raiders)
(jump prep)[/QUOTE]
Cards submitted:
Destiny Deck - 2
Baltar - 0
Chief - 2
Starbuck - 0
Helo - 1
Boomer - 2
Adama - ???
Edit: Also, I assume from the fact that Adama pseudo-Boomer didn't play a card when picking that MacGuffin doesn't have a contribution to the card pool?
I'll pitch in two cards.
IOS Game Center ID: Isotope-X
10 Tactics, Engineering
Current Player (Bill Adama) Chooses
A. Pass Increase the Jump Preparation track by 1
Fail -1 population
OR
[strike]B. Roll a die. If 4 or lower, place 3 raiders in front of Galactica and 1 civilian ship behind it.[/strike]
(activate raiders)
(jump prep)[/QUOTE]
Cards submitted:
Destiny Deck - 2
Baltar - 0
Chief - 2
Starbuck - 0
Helo - 1
Boomer - 2
Adama - 2
Just waiting to hear from the Old Man, himself.
10 Tactics, Engineering
Current Player (Bill Adama) Chooses
A. Pass Increase the Jump Preparation track by 1
Fail -1 population
OR
[strike]B. Roll a die. If 4 or lower, place 3 raiders in front of Galactica and 1 civilian ship behind it.[/strike]
(activate raiders)
(jump prep)
Positive cards:
3 Engineering - Scientific Research
5 Engineering - Scientific Research
1 Politics - Consolidate Power
1 Tactics - Launch Scout
1 Tactics - Launch Scout
1 Tactics - Launch Scout
3 Tactics - Strategic Planning
4 Tactics - Strategic Planning
Negative card:
2 Politics - Consolidate Power
Total: +8 +1 +10 -2 = 17; pass!
Heightened awareness in the fleet from spotting a crippled raider, combined with information gleaned from the craft after it is captured, allows the fleet to improve their jump preparedness.
Jump Track: [Start]COLOR="Red"][B]No Jump[/B][/COLOR[No Jump][-3][-1][Auto]
Cylon fleet: enemy raiders activate; six raiders move from 9 o'clock to 11 o'clock.
Jump prep advances; still no jump possible.
Jump Track: [Start][No Jump]B][COLOR="Red"]No Jump[/COLOR][/B[-3][-1][Auto]
Current Board Setup:
Players:
1. MrBlarney - Sharon "Boomer" Valerii - Viper at 3 o'clock - 2 cards
2. MacGuffin - Admiral Bill Adama - Command - 3 cards
3. Maximus - President Gaius Baltar - Research Lab - 6 cards
4. Darkewolfe - Galen "Chief" Tyrol - Hangar Deck - 1 cards
5. knotty - Kara "Starbuck" Thrace - Viper at 1 o'clock - 1 cards
6. GoodOmens - Karl "Helo" Agathon - Missing in action - 2 cards
Resources:
Fuel 8. Food 7. Morale 9. Population 10
Jump Track: [Start][No Jump]COLOR="Red"]No Jump[/COLOR[-3][-1][Auto]
Distance Moved: 0
Boarding Party: Clear
Raptors: 4 In Reserve
Vipers: 4 in use, 4 in Reserve, 0 Damaged, 0 Destroyed
Nukes: 2
Quorum Hand: 1 card
Galactica Damage: None
Space:
1 O'Clock: Starbuck
3 O'Clock: Boomer, 2 Civilians
5 O'Clock: 1 Viper
7 O'Clock: 1 Viper
9 O'Clock: 1 Basestar
11 O'Clock: 6 raiders
Ships in stock off the board: 10 raiders, 10 civilian ships
Turn Progress:
1. Receive Skills Step - 2Po, 1L, 1E
2. Movement Step - move to Weapons Control
3. Action Step - fire on the basestar; miss
4. Crisis Step - Resistance
5. Activate Cylon Ships Step (if necessary) - heavy raiders launch from the basestar at 9 o'clock
6. Prepare for Jump Step (if necessary) - jump prep advances
7. Discard and Check for Human Defeat.
Mr. President, the fleet awaits word from you. We need bold leadership in these dark days.
IOS Game Center ID: Isotope-X
Ok, I move to Weapons Control and attack the basestar.
I'll go ahead to bed now; if anyone wants to play Strategic Planning on this attack (which would currently hit on a roll of 5 or better), let me know by the time I check back in tomorrow morning.
Baltar orders the Galactica to open fire on the enemy basestar, but the shots go just wide (1d8=4). Word begins to spread through the fleet that a resistance group is unsatisfied with the way food has been distributed; they are threatening to take over one of the civilian ships.
Crisis!
Resistance
12 Politics, Leadership, Tactics
Pass No Effect
9+ -1 food
Fail -1 food, -1 fuel
(activate heavy raiders)
(jump prep)
Mr. Baltar, I need to know what that little voice in your head is telling you. All of you, feel free to discuss then PM your contributions to me.
IOS Game Center ID: Isotope-X