This is a bit of a series here, as I am triggering turn preloads from both Cylons as well.
Civilian ship destroyed. -1 pop and -1 morale lost.
Die roll is an 8, raider added to 8.
Cylon Fleet attacks.
Capt. Kiwi draws Treachery/1, Piloting/1
Preloads trigger:
Capt. Kiwi said:
If the cylon fleet jumps in as it should, preload Basestar Bridge:
-- Roll a die. If the number is less than the number of raiders on the main game board, draw 2 Galactica damage tokens and choose 1 to resolve.
-- Roll a die. 1-3: Decrease the jump track by 1. 4-8: Increase the pursuit track by 1.
Hitting FTL if possible, then Weapons Control, or Admiral's Quarters if I don't get either of those two.
That should be all bases covered.
.
First Die roll does not matter as 8 is less then the 18 raiders on the main board.
Kiwi blows up FTL Control.
Messing with the tracks is a 2: -1 jump prep.
Glass Preload:
*If kiwi is going to basestar bridge to roll on pursuit track and direct a damage token on galactica, then please do the following:
Play Super-Crisis, enforce turn order to the extent that me and Kiwi have at least 24 hours to play into the skill check after the last Human player. (I don't care the order Humans put their card in, just want to make sure team Cylon will have enough time to play if the Humans ended up discussing this super-crisis forever since it is huge)*
Code:
SUPER CRISIS: Fire All Missiles
Skill check: TAC/PIL = 22
PASS: No Effect
FAIL: Draw 2 civilian ships to destroy
CONSEQUENCE: Damage Galactica twice
Not going to run this super crisis as Kiwi throws in a Broadcast location for his play, as per his planning with Glass(Have a TRE card with Consequence ready to throw in, and I don't see him not playing it and taking the chance that it ends the game right there), triggering the Consequence effect that does end the game.
The two damaged locations from that turned out to be Weapons Control and Admiral’s Quarters, completely missing the fuel damage token.
With that, Galactica now has 6 damage on it and it explodes, costing the humans the game.
Cylon Victory!
Capt. Kiwi and glasszon win the game.
I pull up the next few crisis cards so people can see how bad things were going to get from here on in.
Next 5 crisis cards:
CRISIS: Prisoner Revolt
Skill check: POL/LEA/TAC = 11
PASS: No Effect
6+: -1 Population
FAIL: -1 Population and the President chooses another player to receive the President title.
POST CRISIS: Activate Heavies, +1 Jump Prep
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CRISIS: Cylon Screenings
Current Player Chooses
Skill check: POL/LEA = 9
PASS: No Effect
FAIL: -1 Morale and the current player looks at a random Loyalty Card belonging to the President or Admiral.
OR
Each player discards 2 Skill Cards
POST CRISIS: Activate Raiders, NO JUMP PREP
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CRISIS: Unwelcome Faces
Admiral Chooses:
The Admiral must discard all of his Skill Cards and then choose a character to send to the Brig.
OR
-1 Morale and damage Galactica once.
POST CRISIS: Activate Raiders, +1 Jump Prep
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CRISIS: Rescue The Fleet
Admiral Chooses
-2 Population
OR
-1 Morale. Setup: ALPHA: Basestar DELTA: 3 Civilian Ships
POST CRISIS: Activate Raiders, +1 Jump Prep
---
CRISIS: Temple of the Five
Skill check: TAC/ENG = 9
PASS: The current player may draw 2 Skill Cards.
FAIL: -1 Jump Prep
POST CRISIS: Launch Raiders, NO JUMP PREP
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Next 2 Dest cards
Derelict Basestar
Distance 2
Lose 1 Fuel. Then place 2 civilian ships in DELTA and 1 basestar in ALPHA. Damage the basestar once.
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Gas Giant
Distance 1
The Admiral may destroy 1 viper to gain 1 Fuel.
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I can pull up anything else that other people want.