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Turn 16

Eternaly_Lost

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TheArchduke autoresolved as playing 0 cards.

Falc played 0 Cards
TheArchduke played 0 Cards
Dexander played 0 Cards
Kingepyon played 1 Cards
glasszon played 2 Cards
The Destiny Deck Played 2 Cards

Code:
[b]POL/LEA = 8[/b]
Leadership-5 (Declare Emergency)
Politics-4 (Investigative Committee)
Politics-5 (Negotiation)

Engineering-1 (Repair)
Treachery-0 (Bait)

14 - 1 = 13 PASS!

Pass, No effect.

Bait triggers. Civilian ship added to Delta.

Heavies activate. Each basestar launches 1 heavy.


+1 Jump prep

Falc Draws Tactics/2, Piloting/2, Engineering/1


Turn 16

Player Status
Bolded player has the turn.
1. Falc : Kara "Starbuck" Thrace [4+1★]
2. TheArchduke : Admiral Karl "Helo" Agathon [8+1★]
3. Dexander : Gaius Baltar [9+1★]
4. Kingepyon : Tom Zarek [8+1M+1★]
5. glasszon : President Laura Roslin [10+1Q+1★]

Fleet Status
Food 07/08
Fuel 07/08
Morale 08/10
Population 10/12
Distance 2/8
Vipers 2 Active, 4 in Reserve, 2 Damaged
Raptors 3 in Reserve
Assault Raptors 1 Active, 1 in Reserve

Cylon Boarding [ ] - [ ] - [ ] - [ ] - [ DEATH ]
Jump Prep [ ] - [ ] - [X] - [ ] 3p - [ ] 1p - [ *JUMP* ]

Reserve Civs 7
Active Civs 4
Destroyed Civs 0

Ships and Resources Remaining
-- 1 Pop x5
-- 1 Pop & 1 Morale x1
-- 2 Pop x2
-- 1 Pop & 1 Fuel x1
-- Empty x2
-- Galactica Food Damage Token
-- Galactica Fuel Damage Token
-- Galactica
-- Basestars x 1
-- Raiders x 10
-- Heavy x 3
-- Boarding Parties x4

Galactica (0/6 Damage)
* FTL Control Dexander : Gaius Baltar , Kingepyon : Tom Zarek
* Weapons Control
* Command
Communications glasszon : President Laura Roslin
* Admiral's Quarters
Research Lab
* Hangar Deck
* Armory

Sickbay
Brig

Pegasus (1/4 Damage)
* Pegasus CIC
* Airlock
* Main Batteries TheArchduke : Admiral Karl "Helo" Agathon
* Engine Room

Colonial One
*Quorum Chamber
*Press Room
*President's Office
*Administration

Cylon Locations
Caprica
Cylon Fleet
Human Fleet
Resurrection Ship

Off-ship:

Assault Raptor in Alpha : Falc : Kara "Starbuck" Thrace

Main Board
Code:
\      BRAVO   |   CHARLIE    /
 \             |             /
  \            |            /
   \           | Civx1     /
    \          |          /
     \         |         /
      \        |        /
       \       |       /
        \      |      /
         \     |     /
   AR(F)  \    |    /
           \   |   /
A           \  |  /Basestarx1 D
L            \ | /    Civx1   E
P             \|/  Heavyx1    L
H             /|\             T
A            / | \            A
  Raidersx4 /  |  \          
           /   |   \
          /    |    \
         /     |     \
        /      |      \
       /       |       \
      /        |        \
     /         |         \
    /  Civx1   | Civx1    \
   /           | Viperx2   \
  /            | Raidersx2  \
 /             |             \
/    FOXTROT   |   ECHO       \


Cards in play:

Code:
CYLON ATTACK: Ambush

1. Launch Nukes
2. Setup: ALPHA: 4 Raiders CHARLIE: 1 Civilian Ship DELTA: 1 Basestar, 4 Raiders ECHO: 2 Vipers, 1 Civilian Ship FOXTROT: 1 Civilian Ship
3. Special Rule - Training New Pilots: Until the next jump, all unmanned vipers have -2 to their attack rolls.




Action Queue
=> @Falc Turn
 
Last edited:

TheArchduke

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Apologies, had a busy coupled of days.
 

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No Move
Action 1: Piloting-5 (Maximum Firepower)

If there's at least one Raider left,
Action 2: Shoot some more

Otherwise... Dunno yet. Probably nothing. Can I move as an action?
 
Turn 16 - Actions Part 1

Eternaly_Lost

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@Eternaly_Lost The batteries were used on Echo, not Alpha. So I still have 4 Raiders on me.

Fixed it.


No Move
Action 1: Piloting-5 (Maximum Firepower)

If there's at least one Raider left,
Action 2: Shoot some more

Otherwise... Dunno yet. Probably nothing. Can I move as an action?
Rolls are 5, 6, 5, 6.

4 raiders destroyed.


Yes you can move as an action when your in a viper, as you activating the viper to move (P26 of the rules)

Action queue
=> @Falc action
 
Turn 16 - Actions part 2 and Crisis

Eternaly_Lost

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Move to Foxtrot

Crisis!

Code:
CRISIS: Legendary Discovery 

Skill check: TAC/PIL = 14 
PASS: +1 Distance 
FAIL: -1 Food and destroy 1 raptor. 

POST CRISIS: Activate Heavies, NO JUMP PREP

Action Queue
=> Players Play Cards
=> GM resolve crisis
 

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Wow, we really want this.
 

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Yeah, but TAC/PIL? I've got like 2 small ones, unless I throw in my Second Chance (which I referred to before so I doubt I'm breaking the rules mentioning it again...) but that could be vital down the line... And you, Archduke, are pretty much the only other one who can help out...
 

glasszon

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Time to go all in:
Play Politics-3 (Investigative Committee)
Play Tactics-1 (Guts and Initiative)

I could contribute, but not sure how much is needed, should we have a chat before we play into the skill check given that we now know exactly how much we need to pass? (G&I means no destiny deck and IC means we know all the cards played into the skill check)
 

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How about, in order to not reveal too much all things considered, we state exactly what strength of cards we would be adding (but not what color nor what the cards are exactly)? With the cards that got played I feel that would allow us to coordinate without going too far revealing stuff we wouldn't reveal under normal circumstances.

@Eternaly_Lost where would you draw the line?
 

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Invcom means you show everything, faceup.
 

Eternaly_Lost

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How about, in order to not reveal too much all things considered, we state exactly what strength of cards we would be adding (but not what color nor what the cards are exactly)? With the cards that got played I feel that would allow us to coordinate without going too far revealing stuff we wouldn't reveal under normal circumstances.

@Eternaly_Lost where would you draw the line?

With Invcom played, you make all places face up. But until you are playing the card, you are restricted to the strong-weak. Only after the card has been played into the test will everyone know it value.

So, you can look at what is played and ask if you think we need another strong or weak card, or say you can add another strong or weak or several of those, but you can't say I can add this many points to it until you play the cards.

Also, to make things clear, your not allowed to pull back a card you played under Invcom, nor are you really allowed to play a second time if you think you need a bit more on the test, but the second a bit more fuzzy. If your uncertain if you want to play a card or not into the test, ask the group using the Strong and week restrictions and don't make a partial play.

Note, since Invcom was played, all prior plays are cancelled (save for Engineering-3 (Scientific Research), that is still applied ) and need to be redone in the thread face up.

Action queue
=>Players play cards

=> GM resolve Crisis