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randakar and me are also in that time zone

Both dutchies, in fact :)


BTW, feel free to state what you want to do this turn, Rorschach. Or at least discuss it with the others :)

I won't be able to post a crisis card until Kriszo shows up but everything before that can probably be handled now, I think.


Action queue:
=> Kriszo: Confirm receipt of loyalty cards.
=> Kriszo: Choose 3 cards from within your skill set for your initial draw.
=> GM: Hand out skill cards to Kriszo.
=> Rorschach: Move, Action.
 
I will launch into a viper for sure. I can then do another action. Which will enable me to move to the cylon raiders, but not to fire at them until next turn, right ? It strikes me as better to stay at foxtrot and await the raiders there.

Which means I don't have any meaningful action except XO'ing someone. I'm thinking someone moves to Galactica weapons control and fires on the basestar or Cain activates Pegasus and fires twice on the basestar. The latter action risks damaging Pegasus though. Any other ideas ?
 
The raiders would move to bravo, which makes staying in foxtrot not really useful. I would launch to echo and either go to delta or have someone move the civies to echo to better protect them.
 
Terribly sorry, my wednesday-thursday combo is quite busy every week.

I'd like 2 Leadership and 1 Tac
 
Oh, that's right, bastards move clockwise. Then launching into echo and moving to delta will be the plan unless someone absolutely insists on an XO.

Whatever you do, make sure you bold your order. Something like this:

## Move to Hangar deck; Activate hangar deck; Play XO on <XYZ>

Future draws and having things like ## Confirm Loyalty bolded would be nice too.
I am not a nazi GM mind, but I like to have clarity in what is a definite order and what is just a proposal.

(edit: Don't forget Launch Scout and the quorum deck as options. Which can also be done from an XO.)
(Yes, I will shut up about it now. :) )

Action queue:
=> Kriszo: Confirm receipt of loyalty cards.
=> Rorschach: Move, Action.
=> GM: Announce crisis afterwards.
 
Okay then, this is what Starbuck does.

##Activate hangar deck;launch with viper into echo;move to delta;end


Right. That makes it crisis time!

Crisis #1:
Code:
[b][u]Build Cylon Detector[/u][/b]

Admiral Chooses: 
-1 nuke token
OR 
-1 Morale and the Admiral discards 2 skill cards

Post-Crisis: Activate Heavies, NO JUMP PREP


edit: Jacob preloaded an action for his turn by PM.

Action queue:
=> Admiral Cain (Jopi): Choose.
=> GM: Do turn update.
=> GM: Send Jacob his draw (edit: Done. No reason to delay it, really.)
=> GM: Execute Jacob's preload
=> GM: Post next crisis.
 
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Damn, really nasty crisis! I'm going to go with the nuke here, because morale is the new fuel. We're going to need every bit of it at New Caprica. One less nuke just means more targets for our pilots...

Discard 1 nuke.
 
Damn, really nasty crisis! I'm going to go with the nuke here, because morale is the new fuel. We're going to need every bit of it at New Caprica. One less nuke just means more targets for our pilots...

Discard 1 nuke.

(Told you so :) )

Alright, turn update coming up. Processing preload. Then crisis time again.
 
### Heavy raiders activate. Basestar in Alpha launches a heavy raider! No jump prep!


Turn 2

Player Status

Bolded player has the turn.

Rorschach -- Starbuck [5]
Jacob-Lundgren -- Zarek [3+5]
Jopi -- Admiral Helena Cain [3, 1N]
Eternaly_Lost -- President Baltar [3, 1Q]
Slinky -- Sharon "Boomer" Valerii [3]
Kriszo -- Saul Tigh [3]

Destiny Deck [12]


Code:
[b][u]Fleet Status[/u][/b]          [b]Distance[/b]       0/7

[b]Food[/b]       08/08      [b]Vipers[/b]         3 Active, 5 in Reserve, 0 Damaged
[b]Fuel[/b]       08/08      [b]Raptors[/b]        4 in Reserve
[b]Morale[/b]     10/10      [b]Jump Prep[/b]      1/5 (Cannot jump)
[b]Population[/b] 12/12      [b]Cylon Boarding[/b] None

Reserve   Civs 10
Active    Civs 2
Destroyed Civs 0

Ships and Resources Remaining
-- 1 Pop            x6
-- 1 Pop & 1 Morale x1
-- 2 Pop            x2
-- 1 Pop & 1 Fuel   x1
-- Empty            x2
-- Galactica Food Damage Token
-- Galactica Fuel Damage Token
Code:
[b]Galactica[/b]  (0/6 Damage)
[i]FTL Control[/i]
[i]Weapons Control[/i]
[i]Command[/i]  -- Kriszo (Tigh)
[i]Communications[/i] 
[i]Admiral’s Quarters[/i] 
[i]Research Lab[/i] -- Eternaly_Lost (Baltar)
[i]Hangar Deck[/i]
[i]Armory[/i] -- Slinky (Boomer)
[i]Sickbay[/i]
[i]Brig[/i]

[b]Pegasus[/b] (0/4 Damage)
[i]Pegasus CIC[/i] -- Jopi (Admiral Helena Cain)
[i]Airlock[/i]
[i]Main Batteries[/i] 
[i]Engine Room[/i]
Code:
[b]Colonial One[/b] 
[i]Press Room[/i]
[i]President’s Office[/i] 
[i]Administration[/i] -- Jacob-Lundgren (Zarek)

[b]Cylon Locations[/b]
[i]Caprica[/i] 
[i]Cylon Fleet[/i]
[i]Human Fleet[/i]
[i]Resurrection Ship[/i]

[b]Off-ship:[/b]
[i]Delta[/i] -- Rorschach (Starbuck)

Code:
\      BRAVO   |   CHARLIE    /  
 \             |             /
  \            |            /
   \           |           /
    \          |          /
     \         |         /
      \        |        /
       \       |       /
        \      |      /
         \     |     /
          \    |    /
           \   |   /
A           \  |  /           D
L            \ | /            E
P   Basestar  \|/  Rorschach  L
H   Raider x3 /|\  (Viper)    T
A   H.Raider / | \            A
            /  |  \   Civ x2    
           /   |   \
          /    |    \
         /     |     \
        /      |      \
       /       |       \
      /        |        \
     /         |         \
    /          |          \
   /           |           \
  /   Viper    |   Viper    \
 /             |             \
/    FOXTROT   |   ECHO       \

## Jacob-Lundgren draws 2 POL 2 LEA 1 TAC!
## Jacob-Lundgren moves to the Press room!
## Jacob-Lundgren activates the Press room and draws 2 POL

Crisis #2:
Code:
CRISIS: Admiral Grilled 

Current Player Chooses 
Skill check: POL/LEA = 9 
PASS: No Effect 
FAIL: -1 Morale and the Admiral discards 2 Skill Cards

OR 

-1 Morale 

Post Crisis: Activate Raiders, +1 Jump Prep
Action queue:
=> Jacob-Lundgren: Choose
 
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Why are all this crises targeting the fleet morale? :mad: I may have to increase the alcohol rations to compensate... Anyway, I think we should be able to pass this check, at least if the cards Jacob got are any good.
 
0 cards from me
 
0 cards from me

That's a preload - but accepted as such.

Action queue:
=> Jacob-Lundgren: Choose
=> Jacob-Lundgren: Play cards if you choose the check.
 
That's a preload - but accepted as such.

Right :eek:o, sorry I thought the admiral had to choose and not jacob-Lundgren. It's not like I had any of the right cards anyway, but I will be more attentive in the future.
 
I could make this skill reckless (risk-free), as in not adding anything from the destiny deck. Nobody else has any treachery cards, so that should not be able to backfire. I can contribute a little bit to the skill check, but would prefer to hold onto my card.
 
Right :eek:o, sorry I thought the admiral had to choose and not jacob-Lundgren. It's not like I had any of the right cards anyway, but I will be more attentive in the future.

That's also one reason why things like that (Choosing skill check or not) should be bolded :)

There's no reason to apologise though. Preloading cards to play in case of the skill check choice is not a bad thing, especially when it seems likely the check will get chosen..

edit:
Rorschach said:
I could make this skill reckless (risk-free), as in not adding anything from the destiny deck. Nobody else has any treachery cards, so that should not be able to backfire. I can contribute a little bit to the skill check, but would prefer to hold onto my card.

Naming the card in question (Guts and Initiative) is allowed in this type of case, especially if you're going to be that specific in describing the effect anyway :)
 
I forgot the fact that the heavy raider activation caused the basestar to launch one. Rectifying the turn update now.


Action queue:
=> Jacob-Lundgren: Choose
=> Jacob-Lundgren: Play cards if you choose the check.
=> Everyone else: Consider your actions / preloads :)
 
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