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jacob-Lundgren

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Its admiral hospital-bed!
 

jacob-Lundgren

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Don't worry we will get you out of there just as soon as we can. Right after we:

  1. Punch Tyrol in the nuts

:p
Have to catch me first:p
 

Herbert West

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Go Galactica!

Anyways, I hereby announce my intention to join the next game, should there ever be one.
 

Galle

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Don't worry we will get you out of there just as soon as we can. Right after we:

  1. Deal with the Cylons and Basestars
  2. Repair Viper Command
  3. Repair FTL Control
  4. Punch Tyrol in the nuts

:p

You do realize I'm the only person on this ship who knows how to repair things, right?
 

Artell

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Just to make sure everyone knows this, the Fleet can jump without FTL Control online. It just means you need to auto-jump.

I'll also probably do another game, but I'll need to work out some things to streamline matters. I won't take signups for that until I post a thread for it, but the interest is greatly appreciated!

Turn 46

Player Status

ADAMA - Sickbay
BOOMER - Brig
BALTAR - Brig
TYROL - Caprica
APOLLO- Admiral's Quarters

DAMAGED LOCATIONS: Command

DRADIS

dradis45.jpg


Minus two Raiders...

Fleet Status

Jump Preparation:
1 [X]
2 [ ]
3 [ ]
4 [ ] (may jump by risking 3 population)
5 [ ] [may jump by risking 1 population)

Intruder alert: None detected.

Viper reserves: 0 destroyed, 2 damaged, 6 operational

Raptor reserves: 0 destroyed, 4 operational

Nuclear warheads:
1 remaining

Distance travelled: 9

Fuel: 4
Food: 4
Morale: 5
Population: 3
 
Last edited:

sbr

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Just to make sure everyone knows this, the Fleet can jump without FTL Control online. It just means you need to auto-jump.

So we can jump when the jump track is full but we can't jump early with FTL Control damaged?
---------------------------------

I will move to Weapons Control and fire a nuke at the Basestar in Foxtrot.

No SP card from me.
 

Artell

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You'll auto-jump when the jump track is at 5/5 and you get another jump icon from a crisis card.

You also don't need to move to Weapons Control to fire a nuke (but you do need to leave the Sickbay to draw a full complement of cards next turn).

I'll hold you to the part about launching the nuke so we can progress. Apollo plays a preloaded Strategic Planning (3) on it.
 

jacob-Lundgren

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Start trying to scratch the paint on my new toys!:mad:
 

Artell

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The Admiral releases the second nuclear missile to destroy the second Basestar and to hopefully take some Raiders with it.

The die roll is a 3 (+2), the Basestar is destroyed.

I also added the turn update to a post above this, it's not consequential but we've done it every time so far so...

Crisis Step

Forced Water Mining

The impending food crisis and the discovery of a nearby icy moon prompt a decision - should we send some hapless people down there to mine the water out?

Current player chooses:

Pass skill check, gain 1 food if a pass, lose 1 population and 1 morale if a fail. OR
Gain 1 food, lose 1 morale, each player* discards a skill card at random.

The skill check has a difficulty of 17 and is Tactics/Politics/Leadership.

Raiders will activate, jump prep track will advance.

* This means even public Cylons as far as I can tell.
 

sbr

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I can't see anyway we can pass this. I have started the last two turns in sickbay and have only 4 cards total, and the president is in the brig and can only play one card.

Does Baltar or Apollo have a different opinion on the matter? Our food stores will move to 5 but our morale will move into the danger zone, which I am OK with at this point.
 

sbr

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I agree. I'd hate to lose the morale, but I don't think we can pass the test.

Well considering you are the only one with enough cards to give us a chance, that makes it official in my eyes.

We will not attempt the skill check and trade 1 morale for 1 food.