Not a bad choice at all; getting an enemy fleet (with massive deployment) that early in a jump cycle can be rough.
On the other hand, when I jump into a viper, I get to take an additional action right then, so I could have jumped in and then either played a card or moved myself into position to take out some raiders.
Regardless, we'll see what's coming down the pipe.
Really it's a toss up. I mean, the abilities are there to be used, but we probably could have handled it.
But hey, it's not having to handle it that saves us that civilian ship or two, eh? Especially with the rotten rolling we've had so far. I mean, seriously, our die needs an attitude adjustment.
1) Activate Basestars
2) Combat Setup
Fore (9 o'clock): 1 Basestar, 5 Raiders
Starboard-Bow (11 o'clock): 1 Heavy Raider
Aft (3 o'clock): 1 Civilian Ship
Port-Quarter (5 o'clock): 1 Viper, 1 Civilian Ship
Port-Bow (7 o'clock): 1 Viper, 1 Civilian Ship
3) Special Rule – Massive Deployment
Keep this card in play until the fleet jumps. Each time a Basestar launches raiders of heavy raiders, it launches 1 additional ship of the same type.
abotkin makes use of Secret Destiny to discard the Crisis and draw a new one.
Starbuck gets a feeling that something is amiss with the Raptor's disappearance and asks that the fleet redirect their current course of action, avoiding the presence of a Cylon patrol fleet...
Crisis Step: Build Cylon Detector
Admiral William Adama (Rend) must choose:
A) Discard 1 nuke token. OR -1 morale and William Adama (Rend) discards 2 Skill Cards.
Admiral William Adama (Rend) must choose: A) Discard 1 nuke token. OR -1 morale and William Adama (Rend) discards 2 Skill Cards.
The Admiral decides to provide the research labs with a nuclear warhead for the development of a Cylon detector... who knows if the investment will bear any fruit?
After Crisis: Activate Heavy Raiders
No Basestars or Heavy Raiders to activate. Turn 12: Lee "Apollo" Adama (Darian)
Receive Skills Step: Darian draws 1 Tactics, 2 Piloting, 1 Leadership, and 1 Politics card.
Galactica: Hangar Deck and Armory damaged, no boarding parties.
Nuke Tokens: None remain.
Quorum Cards: 1 in hand.
Ship Reserves: 8 Vipers and 3 Raptors available.
Characters: Admiral William Adama (Rend) - Weapons Control, 6 cards in hand.
Lee "Apollo" Adama (Darian) - Hangar Deck, 7 cards in hand.
Kara "Starbuck" Thrace (abotkin) - Hangar Deck, 2 cards in hand.
Gaius Baltar (Maddoc) - President's Office, 4 cards in hand. President Tom Zarek (DevoutlyApathetic) - Administration, 2 cards in hand.
The Admiral decides to provide the research labs with a nuclear warhead for the development of a Cylon detector... who knows if the investment will bear any fruit?
Anyway, no repair cards for me, and I've not heard peep from Starbuck that she can repair anything either. I'll just move to command and launch two vipers, one fore and one aft.
I guess they're using different tubes than the ones Starbuck and I launch out of. I will not choose to launch myself at this time.
Movement Step: Move to Command. Action Step: Two Vipers are launched, one to the port-bow (7 o'clock) and one to the port-quarter (5 o'clock).
Apollo requests the launch of vipers in case of a Cylon attack.
Crisis Step: Rescue the Fleet
Admiral William Adama (Rend) must choose:
A) -2 Population OR -1 morale. Place 1 Basestar and 3 Raiders in front of Galactica and 3 Civilian Ships behind it.
After Crisis: Activate Raiders, Advance Jump Preparation
Was the whole getting the nuke thing a head Six errand? I thought he had actually used it in some way (even just as a source of radiation or something but now that I try and remember it's all fuzzy....
I'd probably go with the pop loss since we've got extra right now but I'm not at all certain of that. The lull would be nice but that doesn't look like lots of horribly opposition. Of course, I say that now not knowing what comes next in the crisis deck.
Was the whole getting the nuke thing a head Six errand? I thought he had actually used it in some way (even just as a source of radiation or something but now that I try and remember it's all fuzzy....
I cannot remember how to do realspoilers, but consider yourself warned:
He gave it to the six that was rescued from the Pegasus, and she used it to blow up a civilian ship.
Was the whole getting the nuke thing a head Six errand? I thought he had actually used it in some way (even just as a source of radiation or something but now that I try and remember it's all fuzzy....
I cannot remember how to do realspoilers, but consider yourself warned:
He gave it to the six that was rescued from the Pegasus, and she used it to blow up a civilian ship.
I don't think we have them anymore, but yes, these are serious spoilers.
Oh, I knew what happened to the bomb, I was just trying to remember why Gaius ended up with it at all. I know he got it for the detector but why....did he really think he needed it or was it one of Head Six's "Do this shit or I will beat you senseless for GOD!" bits.
Population is to be spent, and right now we're 3 or 4 in the green. We will lose the population. We've done an outstanding job saving pop thusfar, also, cylons? No thanks, thanks.
Was the whole getting the nuke thing a head Six errand? I thought he had actually used it in some way (even just as a source of radiation or something but now that I try and remember it's all fuzzy....
I cannot remember how to do realspoilers, but consider yourself warned:
He gave it to the six that was rescued from the Pegasus, and she used it to blow up a civilian ship.
I don't think we have them anymore, but yes, these are serious spoilers.
Oh, I knew what happened to the bomb, I was just trying to remember why Gaius ended up with it at all. I know he got it for the detector but why....did he really think he needed it or was it one of Head Six's "Do this shit or I will beat you senseless for GOD!" bits.
Admiral William Adama (Rend) must choose: A) -2 Population OR -1 morale. Place 1 Basestar and 3 Raiders in front of Galactica and 3 Civilian Ships behind it.
With heavy heart, William Adama has to leave behind a part of the fleet that got separated after the previous changes in orders.
After Crisis: Activate Raiders, Advance Jump Preparation
No Basestars or Raiders to activate.
Jump Preparation advances to Level 3 - Jump is still not available. Turn 13: Kara "Starbuck" Thrace (abotkin)
Galactica: Hangar Deck and Armory damaged, no boarding parties.
Nuke Tokens: None remain.
Quorum Cards: 1 in hand.
Ship Reserves: 6 Vipers and 3 Raptors available.
Characters: Admiral William Adama (Rend) - Weapons Control, 6 cards in hand.
Lee "Apollo" Adama (Darian) - Command, 7 cards in hand.
Kara "Starbuck" Thrace (abotkin) - Hangar Deck, 2 cards in hand.
Gaius Baltar (Maddoc) - President's Office, 4 cards in hand. President Tom Zarek (DevoutlyApathetic) - Administration, 2 cards in hand.
Receive Skills Step: abotkin draws 2 Tactics, 2 Piloting, and 1 Engineering card. Movement Step: Remain in Hangar Deck. Action Step: Play Engineering 2 to repair Hangar Deck location.
With the fleet clear of combat, Starbuck oversees the restoration of the Hangar Deck to full operation.
Crisis Step: Crippled Raider
Kara "Starbuck" Thrace (abotkin) must choose:
A) Skill Check [10] Tactics + Engineering
Pass: Increase the Jump Preparation track by 1.
Fail: -1 population. OR Roll a die. If 4 or lower, place 3 Raiders in front of Galactica and 1 Civilian Ship behind it.
After Crisis: Activate Raiders, Advance Jump Preparation
MrBlarney on
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MaddocI'm Bobbin Threadbare, are you my mother?Registered Userregular
edited January 2009
I can, if need be, contribute a little bit to this check.
I'd imagine we would still need quite a bit of luck to pass it, however, and considering it's three raiders with no basestar I would lean in favor of the second option unless anyone else is terribly optimistic of our chances with the skill check.
This is as good a place as any to empty my hand. This check is a pretty decent one to pass, putting us a single step away from auto-jump and in the -1 space so even if Maddoc pulls some absolutely horrible assault we can still just leave.
I contribute 2 cards, that'd be all that is left in my hand.
Crisis Step: Crippled Raider
Kara "Starbuck" Thrace (abotkin) must choose:
A) Skill Check [10] Tactics + Engineering
Pass: Increase the Jump Preparation track by 1.
Fail: -1 population. OR Roll a die. If 4 or lower, place 3 Raiders in front of Galactica and 1 Civilian Ship behind it.
Adding one card. I was tempted not to add anything with the number out there, but if we have a cylon in our midst, now seems like a decent time to start working against us, particularly with the number of cards added here.
Crisis Step: Crippled Raider
Kara "Starbuck" Thrace (abotkin) must choose:
A) Skill Check [10] Tactics + Engineering Pass: Increase the Jump Preparation track by 1.
Fail: -1 population. OR Roll a die. If 4 or lower, place 3 Raiders in front of Galactica and 1 Civilian Ship behind it.
19 - 2 = 17, Pass: Increase the Jump Preparation track by 1.
The crippled Raider is successfully captured without incident. Analysis of the craft allows the fleet to make minor advances in their ability to jump.
After Crisis: Activate Raiders, Advance Jump Preparation
No Basestars or Raiders to activate.
Jump Preparation advances to Level 5 - Jump is possible with some risks. Turn 14: Gaius Baltar (Maddoc)
Receive Skills Step: Maddoc draws 2 Politics, 1 Leadership, and 1 Engineering card. (The Politics Deck is reshuffled after the first card draw.)
Jump Marker: Level 5 - Jump Available; Risk -1 population on roll of 6 or less.
Distance Covered: 2
Galactica: Armory damaged, no boarding parties.
Nuke Tokens: None remain.
Quorum Cards: 1 in hand.
Ship Reserves: 6 Vipers and 3 Raptors available.
Characters: Admiral William Adama (Rend) - Weapons Control, 3 cards in hand.
Lee "Apollo" Adama (Darian) - Command, 6 cards in hand.
Kara "Starbuck" Thrace (abotkin) - Hangar Deck, 5 cards in hand.
Gaius Baltar (Maddoc) - President's Office, 6 cards in hand. President Tom Zarek (DevoutlyApathetic) - Administration, 0 cards in hand.
Indeed. Very much indeed. There's 2 cylons in the deck, so either we're going to get railed at 4-5 distance, or we have some serious phalla players in our midst.
So if we have a cylon in our midst already, they're playing it really cool so far. And/or we are also getting really lucky with the destiny deck.
The first batch of Destiny Deck draws were pretty transparent to me given the Investigative Committee and limited group of people who contributed to certain checks and what those people had the option of drawing.
I haven't detected even a hint of somebody fucking up the checks yet.
Movement Step: Move to Press Room Action Step: Activate Press Room to draw 2 Politics cards.
Crisis Step: Weapon Malfunction
Skill Check [10] Tactics + Piloting + Engineering
Pass: No effect.
Fail: Damage 2 vipers in space areas. All characters in the “Weapons Control” location are sent to “Sickbay.”
After Crisis: Launch Raiders
Skill Card Contributions
Destiny Deck: 2
DevoutlyApathetic: 0 (no cards in hand)
Rend: ???
Darian: ???
abotkin: ???
Maddoc: ???
Posts
On the other hand, when I jump into a viper, I get to take an additional action right then, so I could have jumped in and then either played a card or moved myself into position to take out some raiders.
Regardless, we'll see what's coming down the pipe.
But hey, it's not having to handle it that saves us that civilian ship or two, eh? Especially with the rotten rolling we've had so far. I mean, seriously, our die needs an attitude adjustment.
Crisis Step: Cylon Swarm
1) Activate Basestars
2) Combat Setup
Fore (9 o'clock): 1 Basestar, 5 Raiders
Starboard-Bow (11 o'clock): 1 Heavy Raider
Aft (3 o'clock): 1 Civilian Ship
Port-Quarter (5 o'clock): 1 Viper, 1 Civilian Ship
Port-Bow (7 o'clock): 1 Viper, 1 Civilian Ship
3) Special Rule – Massive Deployment
Keep this card in play until the fleet jumps. Each time a Basestar launches raiders of heavy raiders, it launches 1 additional ship of the same type.
abotkin makes use of Secret Destiny to discard the Crisis and draw a new one.
Starbuck gets a feeling that something is amiss with the Raptor's disappearance and asks that the fleet redirect their current course of action, avoiding the presence of a Cylon patrol fleet...
Crisis Step: Build Cylon Detector
Admiral William Adama (Rend) must choose:
A) Discard 1 nuke token.
OR
-1 morale and William Adama (Rend) discards 2 Skill Cards.
After Crisis: Activate Heavy Raiders
Crisis Step: Build Cylon Detector
Admiral William Adama (Rend) must choose:
A) Discard 1 nuke token.
OR
-1 morale and William Adama (Rend) discards 2 Skill Cards.
The Admiral decides to provide the research labs with a nuclear warhead for the development of a Cylon detector... who knows if the investment will bear any fruit?
After Crisis: Activate Heavy Raiders
No Basestars or Heavy Raiders to activate.
Turn 12: Lee "Apollo" Adama (Darian)
Receive Skills Step: Darian draws 1 Tactics, 2 Piloting, 1 Leadership, and 1 Politics card.
Current Situation:
Jump Marker: Level 2 - Jump Unavailable
Distance Covered: 2
Galactica: Hangar Deck and Armory damaged, no boarding parties.
Nuke Tokens: None remain.
Quorum Cards: 1 in hand.
Ship Reserves: 8 Vipers and 3 Raptors available.
Characters:
Admiral William Adama (Rend) - Weapons Control, 6 cards in hand.
Lee "Apollo" Adama (Darian) - Hangar Deck, 7 cards in hand.
Kara "Starbuck" Thrace (abotkin) - Hangar Deck, 2 cards in hand.
Gaius Baltar (Maddoc) - President's Office, 4 cards in hand.
President Tom Zarek (DevoutlyApathetic) - Administration, 2 cards in hand.
Space:
All Clear.
Yeah, I've seen that season.
I guess they're using different tubes than the ones Starbuck and I launch out of. I will not choose to launch myself at this time.
Movement Step: Move to Command.
Action Step: Two Vipers are launched, one to the port-bow (7 o'clock) and one to the port-quarter (5 o'clock).
Apollo requests the launch of vipers in case of a Cylon attack.
Crisis Step: Rescue the Fleet
Admiral William Adama (Rend) must choose:
A) -2 Population
OR
-1 morale. Place 1 Basestar and 3 Raiders in front of Galactica and 3 Civilian Ships behind it.
After Crisis: Activate Raiders, Advance Jump Preparation
I'd probably go with the pop loss since we've got extra right now but I'm not at all certain of that. The lull would be nice but that doesn't look like lots of horribly opposition. Of course, I say that now not knowing what comes next in the crisis deck.
I cannot remember how to do realspoilers, but consider yourself warned:
I don't think we have them anymore, but yes, these are serious spoilers.
Crisis Step: Rescue the Fleet
Admiral William Adama (Rend) must choose:
A) -2 Population
OR
-1 morale. Place 1 Basestar and 3 Raiders in front of Galactica and 3 Civilian Ships behind it.
With heavy heart, William Adama has to leave behind a part of the fleet that got separated after the previous changes in orders.
After Crisis: Activate Raiders, Advance Jump Preparation
No Basestars or Raiders to activate.
Jump Preparation advances to Level 3 - Jump is still not available.
Turn 13: Kara "Starbuck" Thrace (abotkin)
Current Situation:
Jump Marker: Level 3 - Jump Unavailable
Distance Covered: 2
Galactica: Hangar Deck and Armory damaged, no boarding parties.
Nuke Tokens: None remain.
Quorum Cards: 1 in hand.
Ship Reserves: 6 Vipers and 3 Raptors available.
Characters:
Admiral William Adama (Rend) - Weapons Control, 6 cards in hand.
Lee "Apollo" Adama (Darian) - Command, 7 cards in hand.
Kara "Starbuck" Thrace (abotkin) - Hangar Deck, 2 cards in hand.
Gaius Baltar (Maddoc) - President's Office, 4 cards in hand.
President Tom Zarek (DevoutlyApathetic) - Administration, 2 cards in hand.
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) - 1 Unmanned Viper.
Port-bow (7 o'clock) - 1 Unmanned Viper.
abotkin, Skill Card selections, Movement, Actions.
3DS: 0963-0539-4405
Receive Skills Step: abotkin draws 2 Tactics, 2 Piloting, and 1 Engineering card.
Movement Step: Remain in Hangar Deck.
Action Step: Play Engineering 2 to repair Hangar Deck location.
With the fleet clear of combat, Starbuck oversees the restoration of the Hangar Deck to full operation.
Crisis Step: Crippled Raider
Kara "Starbuck" Thrace (abotkin) must choose:
A) Skill Check [10] Tactics + Engineering
Pass: Increase the Jump Preparation track by 1.
Fail: -1 population.
OR
Roll a die. If 4 or lower, place 3 Raiders in front of Galactica and 1 Civilian Ship behind it.
After Crisis: Activate Raiders, Advance Jump Preparation
I'd imagine we would still need quite a bit of luck to pass it, however, and considering it's three raiders with no basestar I would lean in favor of the second option unless anyone else is terribly optimistic of our chances with the skill check.
3DS: 0963-0539-4405
Contributing two cards.
I contribute 2 cards, that'd be all that is left in my hand.
Crisis Step: Crippled Raider
Kara "Starbuck" Thrace (abotkin) must choose:
A) Skill Check [10] Tactics + Engineering
Pass: Increase the Jump Preparation track by 1.
Fail: -1 population.
OR
Roll a die. If 4 or lower, place 3 Raiders in front of Galactica and 1 Civilian Ship behind it.
abotkin chooses option A.
Skill Card Contributions
Destiny Deck: 2
Maddoc: 2
DevoutlyApathetic: 2
Rend: 3
Darian: 1
abotkin: ???
After Crisis: Activate Raiders, Advance Jump Preparation
3DS: 0963-0539-4405
Crisis Step: Crippled Raider
Kara "Starbuck" Thrace (abotkin) must choose:
A) Skill Check [10] Tactics + Engineering
Pass: Increase the Jump Preparation track by 1.
Fail: -1 population.
OR
Roll a die. If 4 or lower, place 3 Raiders in front of Galactica and 1 Civilian Ship behind it.
abotkin chooses option A.
Skill Card Contributions
Destiny Deck: 2
Maddoc: 2
DevoutlyApathetic: 2
Rend: 3
Darian: 1
abotkin: 1
Skill Cards and Result
Tactics 1
Tactics 1
Tactics 1
Tactics 2
Tactics 2
Tactics 2
Tactics 3
Tactics 4
Engineering 1
Engineering 2
Politics 2
19 - 2 = 17, Pass: Increase the Jump Preparation track by 1.
The crippled Raider is successfully captured without incident. Analysis of the craft allows the fleet to make minor advances in their ability to jump.
After Crisis: Activate Raiders, Advance Jump Preparation
No Basestars or Raiders to activate.
Jump Preparation advances to Level 5 - Jump is possible with some risks.
Turn 14: Gaius Baltar (Maddoc)
Receive Skills Step: Maddoc draws 2 Politics, 1 Leadership, and 1 Engineering card. (The Politics Deck is reshuffled after the first card draw.)
Current Situation:
Jump Marker: Level 5 - Jump Available; Risk -1 population on roll of 6 or less.
Distance Covered: 2
Galactica: Armory damaged, no boarding parties.
Nuke Tokens: None remain.
Quorum Cards: 1 in hand.
Ship Reserves: 6 Vipers and 3 Raptors available.
Characters:
Admiral William Adama (Rend) - Weapons Control, 3 cards in hand.
Lee "Apollo" Adama (Darian) - Command, 6 cards in hand.
Kara "Starbuck" Thrace (abotkin) - Hangar Deck, 5 cards in hand.
Gaius Baltar (Maddoc) - President's Office, 6 cards in hand.
President Tom Zarek (DevoutlyApathetic) - Administration, 0 cards in hand.
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) - 1 Unmanned Viper.
Port-bow (7 o'clock) - 1 Unmanned Viper.
3DS: 0963-0539-4405
I haven't detected even a hint of somebody fucking up the checks yet.
I suppose somebody should take upon themselves the dreary task of speaking with the media about the most recent turn of events.
Moving to the Press Room, activating it to draw 2 Politics
Movement Step: Move to Press Room
Action Step: Activate Press Room to draw 2 Politics cards.
Crisis Step: Weapon Malfunction
Skill Check [10] Tactics + Piloting + Engineering
Pass: No effect.
Fail: Damage 2 vipers in space areas. All characters in the “Weapons Control” location are sent to “Sickbay.”
After Crisis: Launch Raiders
Skill Card Contributions
Destiny Deck: 2
DevoutlyApathetic: 0 (no cards in hand)
Rend: ???
Darian: ???
abotkin: ???
Maddoc: ???