BSG
Boomer should be in a Viper, so Cally would be a better option. Of course, that will leave Anders running around Galactica. Maybe you and Cally should switch.
A thread for the discussion of games: board, LARP, MMORPG, video, tabletop RPG, game theory etc. etc. and all attendant news, developments and ancillary subjects thereof, as well as coordinating/scheduling games either online or IRL. All are welcome to chime in, talk about their favorite games or learn about gaming of any sort.
PLEASE TO WHITEFONT SPOILERS for video games, RPG modules or anything for which foreknowledge of events might lessen one's enjoyment of whatever gaming experience.
BSG
Boomer should be in a Viper, so Cally would be a better option. Of course, that will leave Anders running around Galactica. Maybe you and Cally should switch.
BSG
I might have some fun in Command.
BSG
On the other hand, Cally doesn't like discarding cards because of her weakness, so she's not a great choice for activating the Engine Room.
Eh, maybe we leave things the way they are. In an emergency, someone can spend three cards to jump over and Engine Room it up if we really need to get the hell out of here.
BSG
We will need a grease monkey over here at some point.
BSG
That is a point. Then I nominate Cally, as she draws more Blue than anyone.
Let's hope CIC isn't hit. Duck!
BSG
quack quack
BSG
Pegasus takes the hit. As for moving to Pegasus currently I would rather not discard any of the cards I have. I would also like to pump research for some more blue.
BSG
Pegasus takes the hit. As for moving to Pegasus currently I would rather not discard any of the cards I have. I would also like to pump research for some more blue.
Wow, you can make anything sound dirty. Anyway, Pegasus is damaged. The Cylons hit:
Main Batteries
Finally, the jump prep advances. That concludes Cally's turn. By CO, Anders draws 1 Piloting in his draw, and his cards are going out. Anders, When you're ready, please post your move and action.
BSG
End-of-turn summary:
Round 2.5 - Cally
Locations and Hands
Anders: Weapons Control; 2 cards
Cain: Pegasus CIC; 3 cards
Baltar: President's Office; 4 cards
Boomer: Sector 4; 6 cards
Cally: Research Lab; 6 cards
Sectors
Sector 1: 4 Raiders
Sector 2: Empty
Sector 3: Civilians A
Sector 4: 1 Basestar, 4 Raiders, Boomer
Sector 5: 2 RSVs, Civilians B
Sector 6: Civilians C
Resources
Fuel: 6
Food: 5
Morale: 9
Population: 10
Viper Reserves: 8
Damaged Vipers: 0
Raptors: 3
Boarding Party: 0
Other
Nukes: 2
Jump Track: 1 (Red)
Distance Travelled: 2
Galactica Damage: Main Batteries
BSG
Okay, team! Sorry for the delay; early night last night.
I think we've got enough going on that I'd like to get into the skies as well. In preparation for that I'm going to try to improve my piloting hand, but I'll also take a shot as well, so we're not just sitting around while the Cylons activate. Hopefully Cain can XO Boomer to get her shooting after my turn.
I play my Critical Situation 5 to convert my movement to an action.
Movement stage Action: I use my character attribute Star Player to discard 3 cards and draw 3 Red.
Action stage Action: I activate Weapons Control to fire on the Basestar. No interrupts.
I think that's how that all works. Let me know if not, GM.