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TheArchduke

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I want to keep the engine room active, but FTL is even more crucial.

Damage Pegasus.

I will also play Politics-4 (Investigative Committee) for this skill check.

I can do 3 weak and 1 strong.
 

TheArchduke

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I want to keep the engine room active, but FTL is even more crucial.

Damage Pegasus.

I will also play Politics-4 (Investigative Committee) for this skill check.

I can do 3 weak and 1 strong.
 

Trinitrotoluen

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Oh wait, the crisis damage is a CONSEQUENCE... So it'll happen anyway, right? I thought the damage from the crisis would only happen if you failed.

It doesn't happen automatically but between E_L and you it is a very likely outcome:

rules said:
Crisis Cards with a “Consequence” Result

Some Crisis and Super Crisis Cards feature a “consequence” result (indicated by the Skill Check Ability icon) that is triggered when at least 1 Skill Card with a Skill Check Ability icon is played into that Crisis Card’s skill check.

After Skill Cards with Skill Check Ability icons are resolved during a skill check, determine if the check lists a “consequence” result. If it does, and least 1 Skill Card with a Skill Check Ability icon was played into the check, resolve the “consequence” result. Note that the presence of a Skill Check Ability icon on a Skill Card played into a skill check triggers the “consequence” result regardless of whether the skill check is passed or failed.

I want to keep the engine room active, but FTL is even more crucial.

The Engine Room can't be chosen anyway because the damage token is assigned while it is still damaged.
 

Falc

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Ah, thanks for the rules clarification. I'm assuming that the Skill Check Ability icon matches the fact that a card is listed with a Skill Check ability? ie. every Treachery card has the icon?
 

Trinitrotoluen

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Yes - however unless one of the other humans objects streniously I will play Restore Order on this to minimize the (other) harmful effects of TRE cards at least.
 

Trinitrotoluen

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Actually, on second thought I will do this even if someone has a nice card. The Cylon Fleet will come out to play with anyway and there is no reason to invite additional risk.

play Leadership-3 (Restore Order) before the check
 

Eternaly_Lost

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Ah, thanks for the rules clarification. I'm assuming that the Skill Check Ability icon matches the fact that a card is listed with a Skill Check ability? ie. every Treachery card has the icon?

So, do you got a good strong TRE card you can throw in to hurt this? I rather throw a negative card of a different type, but that damage is something we certainly want.
 

TheArchduke

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Dex is next btw, if we do this in order.
 

glasszon

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At most I can do is 2 weak and 1 strong, but I really want to conserve my hand here.

Should I use my OPG here? I can turn the activate heavy icon to activate raiders, which will stall the cylon fleet for a turn.

Not sure how useful that is though, even if we do that it would mean we just delay the inevitable, we certainly don't want to jump just before EL's turn and get the fleet to jump right back in to us.
 

Trinitrotoluen

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At most I can do is 2 weak and 1 strong, but I really want to conserve my hand here.
Should I use my OPG here? I can turn the activate heavy icon to activate raiders, which will stall the cylon fleet for a turn.

Well, if we pass this, we have the option to jump right out on Dexander's turn if the attack goes through (as the Test the Limits gets us to -3 even with the lack of jump prep). Sure, we have to accept whatever punishment Falc dishes out but that is better IMO than to suffer Falc AND E_L playing with the fleet. And we absolutely do want the fleet to reappear before we jump out.

But if we fail than stalling would make sense.

Play
Engineering-5 (Scientific Research)
Leadership-3 (Declare Emergency)
Leadership-4 (Restore Order)
 

TheArchduke

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Play

Engineering-4 (Raptor Specialist)
Leadership-2 (Major Victory)


With a bit by glass this should be doable.
 

Eternaly_Lost

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Well, if we pass this, we have the option to jump right out on Dexander's turn if the attack goes through (as the Test the Limits gets us to -3 even with the lack of jump prep). Sure, we have to accept whatever punishment Falc dishes out but that is better IMO than to suffer Falc AND E_L playing with the fleet. And we absolutely do want the fleet to reappear before we jump out.

But if we fail than stalling would make sense.

Play
Engineering-5 (Scientific Research)
Leadership-3 (Declare Emergency)
Leadership-4 (Restore Order)

Well, save for the fact that the fleet attacks this turn, and Falc can (and should), move over to the Basestar Bridge and activate it for autodamage and messing with the jump tracks.

We could take down both FTL and make you lose a jump prep if we lucky.

FYI Falc, that is what we want to do here.