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BSG
End-of-turn summary:
Round 1.3 - Cally
Locations and Hands
Anders: Research Lab; 1 card
Ellen: Research Lab; 6 cards
Cally: Command; 6 cards
Gaeta: FTL Control; 2 cards
Boomer: Sector 6; 1 card
Six: Caprica; 2 cards
Main Board Sectors
Sector 1: 1 Basestar, 1 Raider, 1 Heavy Raider
Sector 2: 2 Raiders
Sector 3: Empty
Sector 4: Civilians A B
Sector 5: 2 Mk IIs
Sector 6: Boomer
Cylon Fleet Sectors
Sector 1: Empty
Sector 2: Empty
Sector 3: Empty
Sector 4: Empty
Sector 5: Empty
Sector 6: Empty
Resources
Fuel: 8
Food: 7
Morale: 9
Population: 12
Mk II Viper Reserves: 2
Damaged Mk II Vipers: 1
Mk VII Viper Reserves: 0
Damaged Mk VII Vipers: 4
Raptors: 4
Boarding Party: 0
Other
Nukes: 3
Jump Track: 2 (Red)
Distance Travelled: 0
Galactica Damage: 0
It's probably worth noting here a difference from the base game, because it's easy to miss. Normally, you start the game with eight vipers, all ready to go. With the Cylon Fleet, however, you only have six regular vipers. On the plus side, you get four super-turbo charged Mk VII vipers - but they all start the game damaged, and need to be repaired before they're any use.
After Cally's turn, you have three vipers in use, two in reserve and five damaged vipers.
BSG
Are you, Ellen? Are you really? (The correct answer is yes.)
BSG (Ellen)
I knew it! That scent is unmistakable. it smells like...science.
Anybody on Champions Online?
BSG(Admiralix)
Boomer, do think you can make a good dent in the enemy forces, if ordered to?
BSG (Boom Boom Bah)
Sadly, they're out of my reach at the moment, but once I catch up, yes. An XO would allow me to catch up, but not fire. I could just end up in Sickbay, though.
(I am considering those 2 Raiders our top priority, but I could try to take out the Heavy instead.)
BSG(Felix Blastus)
That Basestar is going to sit there spitting out Raiders, even if we jump away it'll follow on the Cylon Fleet board. So....
I
discard CP-2 to move to Pegasus CIC, Activate CIC to fire on the Basestar, and play SP-3 on the roll.
BSG
The Admiral lines up the shot.
Die roll: 4 + 2 = 6.
Basestar damaged once! And the damage is:
Disabled Weapons!
At this point, I need to mention a ruling on what happens to a damaged basestar when you jump. Per the Official FAQ, when the fleet jumps, the basestar moves to the Cylon fleet board, and all damage tokens are removed.
Meanwhile, it looks like Apollo wasn't left behind after all. He's been lurking in the airducts and gorging himself on the fleet's stores, and now the fleet faces
Widespread Starvation
President's Choice
President Tigh, when you're ready, please post your choice.