You're our pilot, and also CAG, so what you really want to do is be in space. I would recommend launch aft, use your CAG action to move the unmanned aft, then activate to move aft (or use a pil card)
If you have a 5- or 6-strength card (careful if it's a really useful one like Scout for Fuel, though) you could activate FTL and Hotshot the roll (but don't do that otherwise, since we can't lose 3 pop at this point.)
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blahmcblahYou pick your side and you stick - you don't cut and run when things get ugly.Registered Userregular
If you received a card that says You Are a Cylon, you should tell us and maybe we can help you out.
So I haven't played this before, so can someone give me a walkthrough on what I can do and how to do it?
As Phyphor has said - you are one of our 2 pilots (Adama being second), so you get to draw red cards, which help with space combat.
The keys of space combat are:
1. Friendly ships are controlled by 'activating a viper'. Any time you see that phrase, it means you can do something with one of our friendly ships. Things you can do are: launch it from galactica, move it to an adjacent space area, shoot an enemy, or escort a civilian. You can also 'activate' yourself using your own character action.
2. Your space-relevant (action) cards come in 2 flavours. 1: they begin with Action: and they use up your action for the turn. 2: reactive - these cards say when you can play them. For example, evasive maneouvers plays after an enemy shoots.
3. Enemies activate mostly according to Crisis cards. If you read through the posts discussing Admiral Cain's decision, you'll see we're trying to work out the space situation by predicting enemy activations.
Your 'job', as it were, is to keep the civilians in space safe and shoot down frakkin toasters. This is all done through activations and actions. Don't be confused though - you're not the only one to do this, you are just better than the rest of us. Theoretically, the whoe space combat thing can be done from the Command location.
As a recommendation, I would suggest:
1. Movement - say in Hangar Deck
2. Action - launch yourself in a viper (using hangar deck action)
3. Use your CAG card ability - activate an unmanned viper and move it around the board. Since the civs at the rear are in danger, that's the best position.
4. After #3, you still have an action - since everything you did so far has had the phrase "then take another action". With this, you can play a card or move yourself.
Alternatively, if you have a card worth 5 or 6 points, you can go to the FTL location, use it to jump us, and discard the card to guarantee no population loss - since thats your first positive ability of your character.
EDIT: Or just spend 20 minutes reading the rulebooks :P
blahmcblahYou pick your side and you stick - you don't cut and run when things get ugly.Registered Userregular
edited September 2013
It doesn't. You only get one free unmanned activation, so you can move one of the ones already out there to aft, or launch a new one to port quarter, but not both.
Edit: ninja'd. And by "one of the ones" I meant just the one in port quarter.
Um... I normally don't intervene in games from the hosting position since I don't like the implications of bias, but perhaps I should go ahead and run the movement and action steps like I think Grunt's Ghosts is trying to follow upon the recommendation of other players? Since it is his first turn, it might be a good example to show.
I think the confusion may lie here: @Grunt's Ghosts, you have to move before you take your action. So your launch takes an action (but gives one back); your CAG Action to move the unmanned takes an action (and gives one back), and then to MOVE yourself takes your remaining action (because you 'activate' yourself)
Your actual movement... "point" for lack of a better example, is not used this turn.
@MrBlarney I'd say do it... simply because at this point the action has been discussed and confirmed by so many non-active players, that to do otherwise would draw instant "you are a Cylon for" accusations - not productive regardless of whether Ghost is human or cylon... In our IRL games, we call this shiz collective bullying. It's MARVELLOUS for rooting out Cylons.
Well, I will wait to get official authorization from Grunt's Ghosts before taking action, just in case things have been sufficiently cleared up for him.
Yeah, I was trying to follow the group, mainly since I don't understand everything yet. Go ahead and do what I was trying to do. Ill have to download and read those pdfs sometime today since I won't be at work then. :P
Movement Step: Grunt's Ghosts remains at the Hangar Deck. Action Step: Launch in a Viper Mk. II to the Port-Quarter (5 o'clock). Use the CAG Action to move an unmanned Viper Mk. II to Aft (3 o'clock) and bonus action to move piloted viper to Aft.
Kat gains clearance to launch and moves to the aft of Galactica with another pilot. Her mind turns to memories of the past, of people lost in the Cylon attack on the Twelve Colonies and in the long journey since the attacks.
Crisis Card: Loss of a Friend
Skill Check [9] Politics + Leadership
Pass: No effect.
7+: The current player discards 2 Skill Cards.
Fail: -1 Morale, and the current player discards 2 Skill Cards.
After Crisis: Activate Heavy Raiders, Advance Jump Preparation
Though skill check submissions are normally performed in player order, I will allow players to submit cards out of order if they wish to. As a reminder, you should declare the number of cards you will submit to the check in the thread, then send me a PM with the cards that you have chosen to submit.
The person whose turn it is is last to contribute - it's usually a good idea to wait to see what others put in (especially suspected or actual Cylons... except me, the friendly Cylon, ofcourse).
Edit: On that note. Just to check... you know how skill checks work?
The person whose turn it is is last to contribute - it's usually a good idea to wait to see what others put in (especially suspected or actual Cylons... except me, the friendly Cylon, ofcourse).
Edit: On that note. Just to check... you know how skill checks work?
MrBlarney's call, but I believe "Yes, without abusing it". It's in the official faq on the last page - additional secrecy guidelines. Examples: "I have 2 strat plannings, 2 Consolidate Powers and a Best of the Best" = abuse. "I got a strat plan/does anyone have a strat plan?" - not abuse.
It gets extremely difficult for humans to do anything beyond luck without some sort of sharing...
MrBlarney's call, but I believe "Yes, without abusing it". It's in the official faq on the last page - additional secrecy guidelines. Examples: "I have 2 strat plannings, 2 Consolidate Powers and a Best of the Best" = abuse. "I got a strat plan/does anyone have a strat plan?" - not abuse.
It gets extremely difficult for humans to do anything beyond luck without some sort of sharing...
More or less, this will be the case. Use your own discretion for information sharing, but I'll jump in and say if things are getting out of hand.
We've got Kaneski, blahmcblah, and Phyphor remaining for skill check submissions.
Skill Check [9] Politics + Leadership
Pass: No effect.
7+: The current player discards 2 Skill Cards.
Fail: -1 Morale, and the current player discards 2 Skill Cards.
Politics 0 - Force Their Hand
Politics 2 - Consolidate Power
Politics 5 - Preventative Policy Leadership 0 - All Hands on Deck
Leadership 0 - Iron Will
Leadership 2 - Executive Order
Tactics 5 - A Second Chance Piloting 0 - Protect the Fleet
Current Total: 7 + 6 - 5 - 0 = 8.
Force Their Hand requires that Grunt's Ghosts must play an additional card face up into the skill check or draw a Mutiny Card. What'll it be?
Ghosts, if you can play a 2 or a 3 Purple or Red, you will keep 2 cards AND we'll keep the morale - hooray for Iron Will.
On that note... I'm going to assume that Protect the Fleet was Ghost's second card, since he only drew 1 green to date... No bets on whether Second Change was Hoshi's.
Posts
As Phyphor has said - you are one of our 2 pilots (Adama being second), so you get to draw red cards, which help with space combat.
The keys of space combat are:
1. Friendly ships are controlled by 'activating a viper'. Any time you see that phrase, it means you can do something with one of our friendly ships. Things you can do are: launch it from galactica, move it to an adjacent space area, shoot an enemy, or escort a civilian. You can also 'activate' yourself using your own character action.
2. Your space-relevant (action) cards come in 2 flavours. 1: they begin with Action: and they use up your action for the turn. 2: reactive - these cards say when you can play them. For example, evasive maneouvers plays after an enemy shoots.
3. Enemies activate mostly according to Crisis cards. If you read through the posts discussing Admiral Cain's decision, you'll see we're trying to work out the space situation by predicting enemy activations.
Your 'job', as it were, is to keep the civilians in space safe and shoot down frakkin toasters. This is all done through activations and actions. Don't be confused though - you're not the only one to do this, you are just better than the rest of us. Theoretically, the whoe space combat thing can be done from the Command location.
As a recommendation, I would suggest:
1. Movement - say in Hangar Deck
2. Action - launch yourself in a viper (using hangar deck action)
3. Use your CAG card ability - activate an unmanned viper and move it around the board. Since the civs at the rear are in danger, that's the best position.
4. After #3, you still have an action - since everything you did so far has had the phrase "then take another action". With this, you can play a card or move yourself.
Alternatively, if you have a card worth 5 or 6 points, you can go to the FTL location, use it to jump us, and discard the card to guarantee no population loss - since thats your first positive ability of your character.
EDIT: Or just spend 20 minutes reading the rulebooks :P
I'm in the Hangar Deck so, Launch to Port Quarter and Move to AFT.
Edit: ninja'd. And by "one of the ones" I meant just the one in port quarter.
Your actual movement... "point" for lack of a better example, is not used this turn.
@MrBlarney I'd say do it... simply because at this point the action has been discussed and confirmed by so many non-active players, that to do otherwise would draw instant "you are a Cylon for" accusations - not productive regardless of whether Ghost is human or cylon... In our IRL games, we call this shiz collective bullying. It's MARVELLOUS for rooting out Cylons.
Movement Step: Grunt's Ghosts remains at the Hangar Deck.
Action Step: Launch in a Viper Mk. II to the Port-Quarter (5 o'clock). Use the CAG Action to move an unmanned Viper Mk. II to Aft (3 o'clock) and bonus action to move piloted viper to Aft.
Kat gains clearance to launch and moves to the aft of Galactica with another pilot. Her mind turns to memories of the past, of people lost in the Cylon attack on the Twelve Colonies and in the long journey since the attacks.
Crisis Card: Loss of a Friend
Skill Check [9] Politics + Leadership
Pass: No effect.
7+: The current player discards 2 Skill Cards.
Fail: -1 Morale, and the current player discards 2 Skill Cards.
After Crisis: Activate Heavy Raiders, Advance Jump Preparation
Skill Check Submissions:
Destiny Deck - 2 cards
Lee Adama, Daybreak ver. (Tenek) - 0 cards
Helena Cain (Professor Phobos) - 0 cards
D'Anna Biers (Kaneski) - maximum 1 card
Louis Hoshi (Kirindal) - 1 card
Romo Lampkin (blahmcblah) -
Gaius Baltar, Daybreak ver. (Phyphor) -
Louanne "Kat" Katraine (Grunt's Ghosts) - 2 cards
Though skill check submissions are normally performed in player order, I will allow players to submit cards out of order if they wish to. As a reminder, you should declare the number of cards you will submit to the check in the thread, then send me a PM with the cards that you have chosen to submit.
Edit - guess based on lurking in other BSG threads.
Edit: On that note. Just to check... you know how skill checks work?
Yup. Everything's in order so far.
Now I do thanks to rereading the OP.
It gets extremely difficult for humans to do anything beyond luck without some sort of sharing...
More or less, this will be the case. Use your own discretion for information sharing, but I'll jump in and say if things are getting out of hand.
We've got Kaneski, blahmcblah, and Phyphor remaining for skill check submissions.
Crisis Card: Loss of a Friend
Skill Check [9] Politics + Leadership
Pass: No effect.
7+: The current player discards 2 Skill Cards.
Fail: -1 Morale, and the current player discards 2 Skill Cards.
Skill Check Submissions:
Destiny Deck - 2 cards
Lee Adama, Daybreak ver. (Tenek) - 0 cards
Helena Cain (Professor Phobos) - 0 cards
D'Anna Biers (Kaneski) - 1 card
Louis Hoshi (Kirindal) - 1 card
Romo Lampkin (blahmcblah) - 1 card
Gaius Baltar, Daybreak ver. (Phyphor) - 1 card
Louanne "Kat" Katraine (Grunt's Ghosts) - 2 cards
Politics 0 - Force Their Hand
Politics 2 - Consolidate Power
Politics 5 - Preventative Policy
Leadership 0 - All Hands on Deck
Leadership 0 - Iron Will
Leadership 2 - Executive Order
Tactics 5 - A Second Chance
Piloting 0 - Protect the Fleet
Current Total: 7 + 6 - 5 - 0 = 8.
Force Their Hand requires that Grunt's Ghosts must play an additional card face up into the skill check or draw a Mutiny Card. What'll it be?
On that note... I'm going to assume that Protect the Fleet was Ghost's second card, since he only drew 1 green to date... No bets on whether Second Change was Hoshi's.