Gaming 1: You are likely to be eaten by a grue
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
You do have 3 cards, so as a technical matter you can play into the check. (Whether you deem i a good idea is another matter.) A reminder, if anyone wishes to pass on playing into a check, either post such in
bold
(when it's your turn) or send me COs. Otherwise, I can't be sure whether it's an order or table talk and strategising.
BSG
I
pass
on playing into the check.
Yes, I can play cards into the check but the end result would be that it wouldn't help this check at all.
BSG
Plays into the check:
Destiny:
2 cards
Cally:
0 cards
Tigh:
2 cards
Tory:
0 cards
Starbuck:
1 card
Kat:
2 cards
Cards:
Launch Scout 1
Guts and Initiative 1
Launch Scout 2
Critical Situation 4
Strategic Planning 5
Repair 1
Executive Order 1
Tally: 14 - 1 = 13. Pass!
Congratulations, everything outside the ship is going to hell, but at least you're taking care of business herein.
Speaking of outside, the raiders activate once again. Kat, in a show of bravado, dares them to attack her first:
Raider 1: 6. Hit!
Kat plays an EM-1:
Raider 1a: 5 - 2 = 3. Miss.
Raider 2: 3. Miss.
Raider 3: 5. Hit!
No more EMs are forthcoming. Kat joins Starbuck in Sickbay.
The raiders in Sector 6 fire on the RSVs:
Raider 1: 7. Hit!
Raider 2: 7. Hit!
Civilian ship C is now defenceless. Speaking of which, the raiders in Sector 4 destroy the two civvies. They contain:
Civilian Ship A: 1 Population, 1 Fuel
Civilian Ship B: 2 Population
Finally, the basestar in Sector 3 launches 2 more raiders. That concludes Kat's turn. Cally's cards are going out. Cally, when you're ready, please post your move and action.
BSG
End-of-turn summary:
Round 1.4 - Kat
Locations and Hands
Tigh: Weapons Control; 2 cards
Tory: President's Office; 2 cards
Starbuck: Sickbay; 2 cards
Kat: Sickbay; 2 cards
Cally: Hangar Deck; 3 cards
Sectors
Sector 1: 1 (DH) Basestars
Sector 2: Empty
Sector 3: 1 Basestar, 5 Raiders
Sector 4: 2 Raiders
Sector 5: 2 RSVs
Sector 6: 2 Raiders, Civilians C
Resources
Fuel: 7
Food: 8
Morale: 10
Population: 8
Viper Reserves: 2
Damaged Vipers: 4
Raptors: 4
Boarding Party: 0
Other
Nukes: 2
Jump Track: 2 (Red)
Distance Travelled: 0
Galactica Damage: 0
BSG
Frak! Those were some bad civvies to lose, but at least we managed not to get any more on the board.
With an XO, I can launch into Sector 6 and fire on one of the Raiders. Without an XO, I recommend moving the 2 RSVs into Sector 6 to protect the civvie. Or move the civvies into Sector...1? Are there no Raiders there? Sector 5 has the two RSVs, but on a Raider activation, the Raiders in 4 and 6 will converge on that Sector. Then again, in Sector 1, there's no protection. Sector 5 may be safer, especially since we can launch into there. It's just that these frakking Raiders keep activating! We don't get any time to regroup!
Alternatively, jumping to Main Batteries and just taking out the Raiders in Sector 6 would keep us safe for a few turns.
BSG
I would not like to risk our sole surviving civilian ship to try to take out those raiders at this time. Moving the vipers seems like it buys us the most time (of the non XO options).
BSG
Ouch! Yeah, I agree we need to protect the last civvie.
BSG
I'm thinking moving the civvies into Sector 5 is the way to go. Nothing is a perfect option.
I will
move to comms and move the civvies into sector 5.
BSG
Details of civilian ship C sent to Cally. Alas, while she's on the blower, she couldn't resist chatting up some of the viper pilots. She is, however, now in position to confirm that they "are, like,
totally
in the middle of a space battle". The pilots, meanwhile, are in a position to confirm that having Cally chirping in your ear while dodging raiders is, like, totally distracting. Cally's crisis is:
Training Snafu
Skill Check (8 GR)
On the bright side, at least the raiders aren't activating this turn. Possible interrupts: IC, SR, Reckless interrupts. Everyone, please pass or play.
BSG
Frak! We can't lose more Vipers.
I pass on interrupts and can't help at all in the check.