BSG (Cally)
Very well I Choose Option 1 and play Scientific Research 3 as an interrupt
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BSG (Cally)
Very well I Choose Option 1 and play Scientific Research 3 as an interrupt
BSG
Everyone else passes on interrupts. The check begins!
Bomb Threat:
13 YGP(B)
Destiny:
2 cards
Roslin:
0 cards
Adama:
2 cards
Chief:
Apollo:
Cally:
Chief Tyrol is up next.
BSG (Chief)
I play 2 cards.
BSG
Apollo also plays two cards. Cally is last to play.
BSG
Administrative note: Destiny's play into the check reduced the destiny deck to 6 cards. I've replenished and reshuffled it.
The complete table:
Bomb Threat:
13 YGP(B)
Destiny:
2 cards
Roslin:
0 cards
Adama:
2 cards
Chief:
2 cards
Apollo:
2 cards
Cally:
2 cards
Cards played:
Consolidate Power 1
Consolidate Power 2
Preventative Policy 3
Executive Order 1
Declare Emergency 5
Launch Scout 1
Launch Scout 1
Repair 1
Repair 1
Repair 2
Tally: 18 - 0 = 18. Pass!
The bomb has been found and neutralised.
Next, the raiders activate. Order turns out to be irrelevant. Let's start with Sector 4, where a lone raider fires at Apollo:
Die roll: 7. Hit! But Apollo plays an Evasive Manoeuvre 1.
Die roll: 2 - 2 = 0. Miss.
He's failed, but now he has backup as the raider from S3 joins him. Finally, one raider in Sector 1 destroys civilian ship C, and his fellows move to Sector 2. Civvie C contained 1 Population.
Finally, the jump track advances. That concludes Cally's turn. Roslin's cards are going out. Ms Roslin, when you're ready, please post your move and action.
BSG
End-of-turn summary:
Round 4.1 - Cally
Locations and Hands
Cally: Main Batteries; 2 cards
Roslin: Communications; 1 card
Adama: FTL Control; 0 cards
Chief: Weapons Control; 5 cards
Apollo: Sector 4; 2 cards
Main Board Sectors
Sector 1: 1 Basestar, 1 Raider, 2 Heavy Raiders
Sector 2: 2 Raiders
Sector 3: 1 Basestar
Sector 4: 2 Raiders, Civilian B, Apollo
Sector 5: 1 Mk VII
Sector 6: 1 Mk VII
Cylon Fleet Sectors
Pursuit Track: 0
Sector 1: Empty
Sector 2: Empty
Sector 3: Empty
Sector 4: Empty
Sector 5: Empty
Sector 6: Empty
Resources
Fuel: 8
Food: 5
Morale: 7
Population: 9
Mk II Viper Reserves: 6
Damaged Mk II Vipers: 0
Mk VII Viper Reserves: 1
Damaged Mk VII Vipers: 0
Raptors: 4
Boarding Party: 0
Other
Nukes: 2
Jump Track: 4 (Blue)
Distance Travelled: 1
Galactica Damage: Airlock
BSG (Roslin)
Ok, well, I could move that last civvie, but that would leave Apollo alone with the raiders or I could just XO Apollo directly and he could send it home? Or I could XO somebody else if they've got any bright ideas for the moment?
BSG (Apollo)
I could make good use of an XO, yeah.
BSG (Roslin)
Okay, I do not move and I play XO1 on Apollo. Go get 'em, kid.
BSG (Apollo)
For my first action I play my MF-4 to fire on these pesky raiders with maximum power.
Pass on interrupts