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So here's our skill check result:

Code:
[b][COLOR="Yellow"]POL[/COLOR]/[COLOR="Lime"]LEA[/COLOR]/[COLOR="DarkOrchid"]TAC[/COLOR]/[COLOR="DeepSkyBlue"]ENG[/COLOR] = 17[/b]
[COLOR="deepskyblue"]Engineering-2 (Repair)
Engineering-5 (Scientific Research)[/COLOR]
[COLOR="Lime"]Leadership-1 (Executive Order)
Leadership-2 (Executive Order)
Leadership-2 (Executive Order)[/COLOR]
[COLOR="DarkOrchid"]Tactics-1 (Launch Scout)
Tactics-1 (Launch Scout)
Tactics-2 (Guts and Initiative)
Tactics-2 (Launch Scout)
Tactics-2 (Launch Scout)
Tactics-2 (Launch Scout)
Tactics-2 (Launch Scout)
Tactics-5 (Critical Situation)[/COLOR]

[COLOR="Sienna"]Treachery-1 (By Your Command)
[/COLOR]
29 - 1 = 28 PASS!

A tad overkill, one might say.

## The fleet gains one food!
## Raiders activate! 6 raiders move from Charlie to Delta.
## The fleet gains 1 jump prep.
 
Turn 6

Player Status

Bolded player has the turn.

Rorschach -- Kara "Starbuck" Thrace [4]
Jacob-Lundgren -- Tom Zarek [3]
Jopi -- Admiral Helena Cain [5, 1N]
Eternaly_Lost -- President Baltar [3, 1Q]
Slinky -- Sharon "Boomer" Valerii [4]
Kriszo -- Saul Tigh [2+5]

Destiny Deck [6]


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

[b]Food[/b]       09/08      [b]Vipers[/b]         5 Active, 3 in Reserve, 0 Damaged
[b]Fuel[/b]       08/08      [b]Raptors[/b]        4 in Reserve
[b]Morale[/b]     10/10      [b]Jump Prep[/b]      3/5 (Cannot jump)
[b]Population[/b] 12/12      [b]Cylon Boarding[/b] None

Reserve   Civs 6
Active    Civs 6
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]
[i]Hangar Deck[/i]
[i]Armory[/i]
[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] -- Jacob-Lundgren (Zarek)
[i]President’s Office[/i] -- Eternaly_Lost (Baltar)
[i]Administration[/i] 

[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)
[i]Echo[/i] -- Slinky (Boomer)

Code:
\      BRAVO   |   CHARLIE    /  
 \             |             /
  \            |            /
   \           |  Basestar /
    \          |          /
     \         |         /
      \        |        /
       \       |       /
        \      |      /
         \     |     /
          \    |    /
           \   |   /
A           \  |  /           D
L            \ | /  Raider x6 E
P Basestar    \|/   Rorschach L
H             /|\             T
A            / | \            A
            /  |  \   Civ x3    
           /   |   \
          /    |    \
         /     |     \
        /      |      \
       /       |       \
      /        |        \
     /         |  Boomer \
    /  Civ x2  |  Civ     \
   /  Viper x3 |  Viper    \
  /    Heavy   |  Heavy     \
 /             |             \
/    FOXTROT   |   ECHO       \

## Kriszo draws 3 TAC/2 LEA


Action queue:
=> Kriszo: move, action
 
Can we get a correction on dradis? I am in ECHO at the moment and there is one heavy less.
 
Can we get a correction on dradis? I am in ECHO at the moment and there is one heavy less.

You caught me while I was still editing things. Fixed :)
 
OK, I've reconsidered my move (if allowed by the GM, I think nobody read my previous action anyway, I was going to shoot the heavies)

I'd like to

move to Pegasus Main Batteries and shoot at the frakkin Raiders in Delta, and play an SP on it. (I discard Launch Scout (1) to move)

I hope I catch 4 of them.

Reasoning: if raiders activate, those Civvies, along with Rorschach are fried. If heavies activate, they start on the boarding track, which still leaves us some time.
 
There were no replies so I assumed nobody read it. It wasn't there for very long anyway. All right, I screwed this up, the GM will decide if he lets met change my action.
 
I do not have a maximum firepower, however I feel confident in my ability to hold off the raiders for their next activation. I move after you with new cards so taking out a heavy raider is a viable alternative. Of course consecutive raider activations could give me trouble so reducing their number is not necessarily a bad plan either.

Just don't hit me.;)
 
Alright. I didn't see any previous action, nobody seems to object either so this is just fine with me.

Code:
[i]Main Batteries[/i]
[B]Action[/B]: Choose a space area and roll a die. 
1: Destroy 1 civilian ship 
2-3: Damage 1 viper 
4-6: Destroy 2 raiders 
7-8: Destroy 4 raiders

##Main batteries fire on the raiders in Delta. Roll is 3+2 = 5. 2 raiders destroyed.
 
Crisis #6:

Code:
[b]CRISIS: Reunite the Fleet[/b]

Current Player Chooses: 
Skill check: [COLOR="Yellow"]POL[/COLOR]/[COLOR="Lime"]LEA[/COLOR] = 10 
PASS: +1 Population 
FAIL: -1 Morale and each player discards 1 Skill Card and draws 1 Treachery Card

OR 

Current player discards 2 random Skill Cards and draws 2 Treachery Cards

POST CRISIS: Activate Raiders, NO JUMP PREP


Action queue:
=> Kriszo: Crisis choice
=> Everyone else: Preload card(s)?
=> GM: Turn update.
=> Rorschach: Consider turn.
 
I choose the ckill check (that +1 pop is tempting, and 10 is not so much)

I'm waiting for others to see what cards I need to play, I can contribute 2 weak cards.
 
0 cards
 
I am getting near tapped out so I can play 1 card if needed but otherwise am nearing empty. Blocking out the DD might be worth it so we can all bu gurantee a pop boost and prevent any chance of negative cards being played by people. Would be obvious someone played one if one shows up. Hopefully someone can rock this on their own?
 
I could help with couple of weak cards, but I'd rather conserve them, as their text ability is more useful than the numerical value they have. G&I could be nice, I think we've already had two treachery cards in the checks, so there won't be any more coming. No jump prep! :mad:

Personally, I think we should've gone with the discard, unless the CP has some real gems in his hand. We wasted already too many cards on the last check, it would've been nice to get by a crisis without using cards.
 
As everyone is reluctant to play cards, I'll

play 2 weak cards

regardless of G&I or not, but I think it would be good to add it