BSG
Dee has opted to draw 1 Red and 1 Treachery. Dee, when you're ready, please post your move and action.
'Safe'
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BSG
Dee has opted to draw 1 Red and 1 Treachery. Dee, when you're ready, please post your move and action.
BSG (Dee Struction)
I will stay where I am and activate Raiders.
Sorry, Armand, it's Scar's turn to play.
BSG (Tory of My Life)
Yeah, that's what I was afraid of.
Come ooooon, decoys.
BSG
For the most part, it doesn't matter what order the raiders activate; there is one exception. Dee, in Sector 4, would you like to activate Scar or the ordinary raiders first?
BSG (Dee Cisive)
Ordinary raiders first, please.
BSG
Ok. There's some fighting in Sector 6, where seven raiders line up against a hapless RSV. (Alas, that RSV is entirely without hap.)
Raider 1: 5. RSV damaged!
Sectors 3, 4 and 6 are now defenceless! Civilian ships B, D, F and G are all destroyed, while the other raiders move towards Sector 5. Contents of the ships:
Civvie B: 1 Population
Civvie D: 0 Population
Civvie F: 1 Population
Civvie G: 1 Population
A total loss of 3 Population. There's one more thing to take care of: Scar gets two activations, so he not only moves into Sector 5, but he gets one shot in:
Scar: 6. Viper damaged.
That concludes Dee's turn. Cain has opted to draw 3G/2P. Admiral Cain, when you're ready, please post your move and action.
BSG
End-of-turn summary:
Round 5.4 - Dee
Locations and Hands
Starbuck: Caprica; 4 cards
Cally: Sickbay; 5 cards
Tory: President's Office; 9 cards
Dee: Cylon Fleet; 3 cards
Cain: Armoury; 8 cards
Sectors
Sector 1: 1 Heavy Raider
Sector 2: 1 Basestar, 1 Heavy Raider
Sector 3: 1 Basestar, 1 Raider, 2 Heavy Raiders
Sector 4: 3 Raiders
Sector 5: Scar, 9 Raiders, 2 RSVs, Civilians C H
Sector 6: 2 Raiders
Resources
Fuel: 4
Food: 7
Morale: 6
Population: 2
Viper Reserves: 0
Damaged Vipers: 4
Raptors: 3
Boarding Party: 1 (Armand) / Start (Sergei)
Other
Nukes: 2
Jump Track: 4 (Blue)
Distance Travelled: 3
Galactica Damage: Airlock, Pegasus CIC
BSG (Cally)
I don't even know. Jump? We could get lucky and get a jump icon with no raider activation on our next crisis.
I think an XO to me would be prudent so I get my full draw on my turn but I'm just not sure.
BSG (Tory of My Death)
So as much as I want to blow Armand away, one more Raider activation will almost surely kill us, and I don't think the RSVs are going to be able to take on 11 Raider activations.
I actually think the only way we have a shot at surviving is for someone to sacrifice themselves in FTL Control. Or maybe someone Scouts for a Jump icon.
BSG
I actually think the only way we have a shot at surviving is for someone to sacrifice themselves in FTL Control. Or maybe someone Scouts for a Jump icon.
As a reminder, Cain's weakness means that she cannot activate the FTL Control herself (or the Engine Room). She can XO someone else to do so, if she wishes.