BSG
SHOOT THOSE RAIDERS IN THE NUTS!
'Out Of Gas'
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
SHOOT THOSE RAIDERS IN THE NUTS!
BSG
Samuel T Anders takes the fight to the Cylons, complete with 'pew pew' sound effects!
Attack 1: 7. Hit!
Attack 2: 3. Hit!
Attack 3: 1. Miss.
Attack 4: 3. Hit!
Three raiders have been shot down, one of them quite possibly in the nuts. Kind of a shame you don't have more of an audience for this, don't you think? I think ew should arrange an audience. Anders' Crisis is:
Surrounded
Cylon Attack
The good news is, the extra basestar doesn't get placed, as you already have two on the board. The bad news is, they start the festivities by shooting at you.
Basestar 1: 5. Hit!
Basestar 2: 4. Hit!
As current player, Mr Anders chooses which ship gets hit. Anders, did they hit Galactica, Pegasus or one of each?
While you decide that, a bunch of ships get added to the board. Finally, as current player, Anders must now discard 3 cards. When you're ready, please post your discards.
That will conclude Anders' turn. Cain is up next. Admiral Cain, would you like to draw Leadership or Tactics for your optional draw?
BSG
MOTHERFRAKKING HELL WHY CAN'T WE CATCH A FRAKKIN' BREAK.
Cain, I am seriously considering jumping early. We have to get away from these Cylons and regroup. A Blind Jump may be called for, or if you get a jump icon on your turn, I will hope for good cards on my turn. If I have to push that button myself, I may do it. I don't know if we can last the rest of this jump cycle. Any thoughts, Team Probably Mostly Human for Now at Least?
The other option is to nuke a basestar, but it seems early; we've only made one jump.
BSG
MOTHERFRAKKING HELL WHY CAN'T WE CATCH A FRAKKIN' BREAK.
I'm sure I don't know what you're talking about, after all this card didn't have a skill check. Not even a little one.
BSG
I have orders from Anders. First of all, he has chosen to damage Pegasus twice. We have a 2 in 3 chance of sending Cally to Sickbay! The basestars damage:
Pegasus CIC
Airlock
NOOOOOO!! Not the Airlock! Why is it always the good ones that suffer? The Main Batteries are now the only undamaged location on Pegasus. One more hit and the entire basestar will be destroyed! (Galactica can take at least six hits before being destroyed. Methinks Pegasus is a bit of a cream puff.)
Next we add a bunch of ships, and finish up with Anders discarding:
Major Victory 2
At Any Cost 3
Launch Scout 1
That concludes Anders' turn. Once Cain makes her choice of card draw, her turn will start.
BSG
End-of-turn summary
Round 4.1 - Anders
Locations and Hands
Anders: Sector 5; 3 cards
Cain: Communications; 2 cards
Baltar: President's Office; 2 cards
Boomer: Resurrection Ship; 3 cards
Cally: Main Batteries; 1 card
Sectors
Sector 1: 1 Basestar, 4 Raiders, 1 Heavy Raider
Sector 2: Civilians A
Sector 3: 3 Raiders, 1 Heavy Raider
Sector 4: 1 (DH) Basestars, 1 Raider, Civilians E
Sector 5: 3 Raiders, 3 RSVs, Civilians B F, Anders
Sector 6: 1 Raider, 1 RSV, Civilians G
Resources
Fuel: 7
Food: 4
Morale: 8
Population: 9
Viper Reserves: 2
Damaged Vipers: 1
Raptors: 3
Boarding Party: 0
Other
Nukes: 2
Jump Track: 2 (Red)
Distance Travelled: 2
Galactica Damage: Engine Room, Pegasus CIC, Airlock
BSG
Oh, thank goodness. Sorry for risking you, Cally!
BSG
for my optional card draw I'll take a green one. I'm wavering between using a nuke and blind jumping. If I draw an XO Anders might be able to take out some more raiders or if Cally has a blue card left she could repair and open up with the Main Batteries. What say we all?
BSG
If I draw an XO Anders might be able to take out some more raiders or if Cally has a blue card left she could repair and open up with the Main Batteries. What say we all?
Cally would have to move to Repair, so she wouldn't be able to shoot as well, but repairing is not a bad choice.
The question is whether nuking one basestar would allow us to survive a normal jump cycle. We would still have the other basestar, a shitload of Raiders, and lots of civvies to protect. The skies are very crowded.
My only concern about jumping now is that Boomer's turn is coming up, and she may throw more Cylons at us as soon as we arrive, but that's really always a danger, I suppose.
BSG
I can shoot, but I have nothing with which to repair.