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BSG
Oh for frak's sake. And that was our best location for HEY WAIT. If someone XO's me out of here, I can get back over there and repair it, since we all just got another round of Treachery!
That is correct (as long as you have a Repair, of course), though you only get a bonus action after Repairing on your own turn.
Particularly since we can't use nukes until the Admiral gets back at the start of his next turn.(Is that right, bt?)
That is correct. Only the Admiral can launch a nuke, and he can't take an action until his next turn. (It's possible you could move the Admiralty before then, say through a particular crisis card or Gaeta's OPG, but failing that, they'll have to wait for Helo.)
BSG
I will note that I can reroll FTL if we choose that route. At least the civvies aren't directly threatened yet. Or are they? I can't tell after this new attack.
A sneak preview of the end-of-turn summary: this crisis card added a civvie to Sector 3, which is under immediate threat. It also added four raiders in Sector 4; the three civvies there are guarded by Starbuck.
BSG (Helo)
Pegasus
is hit... or maybe not? Not sure how to roleplay my reroll ability while I'm stranded out here. I might be able to force Pegasus to take evasive maneuvers... with the power of my MIND!
Damn I've never felt Helo's weakness to be particularly difficult. Until now. I won't hold it against you guys if you can find another admiral before my next turn. I won't hold it against you now.
BSG
Reroll! Let's see if that changes anything.
Basestar 1a: 6. Still hit!
The basestar refuses to be distracted by the Admiral's strange juju. It hits...
Engine Room.
That concludes Helo's turn. Gaeta has opted to draw 1Y/1G for his variable draw. Mr Gaeta, when you're ready, please post your move and action.
BSG
Final note: Helo finishes his turn with 11 cards. I have orders to
discard By Your Command 1.
BSG
End-of-turn summary:
Round 1.5 - Helo
Locations and Hands
Starbuck: Sector 4; 3 cards, 2 trauma
Baltar: President's Office; 8 cards, 3 trauma
Chief: Sickbay; 8 cards, 3 trauma
Cally: Brig; 6 cards, 0 trauma
Helo: Caprica; 10 cards, 3 trauma
Gaeta: Weapons Control; 4 cards, 3 trauma
NPCs
Weapons Control: Brendan "Hot Dog" Costanza
Sickbay: Dr. Sherman Cottle
Brig: Romo Lampkin
Main Board Sectors
Sector 1: 1 Basestar, 6 Raiders, 1 Heavy Raider
Sector 2: Empty
Sector 3: 1 (SD) Basestars, 5 Raiders, 1 Heavy Raider, Civilian E
Sector 4: 4 Raiders, Civilians A B D, Starbuck
Sector 5: 4 RSVs, Civilian F
Sector 6: 2 RSVs, Civilians C G
Resources
Fuel: 8
Food: 7
Morale: 8
Population: 10
Viper Reserves: 1
Damaged Vipers: 0
Raptors: 4
Boarding Party: 0
Other
Nukes: 2
Jump Track: 2 (Red)
Distance Travelled: 0
Galactica Damage: Engine Room, Main Batteries
BSG (Gaeta)
So I am deciding between taking out the basestar or saving Civvie E with Comms. I think I want to gamble on Cottle and hope he can destroy some Raiders for us. Chief, would you go to Comms and move Civvie E? It's in immediate danger, so it's more critical than repairing Main Batteries, and, as billytea noted, it's better for you repair it on your turn so you can fire away immediately.
I am going to
remain in Weapons Control and offer Doc Cottle a light.
If anyone thinks I should just fire on the basestar so it stops shooting at us and spitting out Raiders, and this would be better than saving Civvie E from certain destruction, let me know.
BSG
Doc Cottle happily accepts the smoke, but you're actually sharing space with Hot Dog, whom you now encounter. Unfortunately, he's in an Antagonistic mood. Hot Dog is a
Troublemaker.
We now have a die roll that threatens Morale, which may be modified by an SP. Everyone, please pass or play.
BSG (Helo)
Pass on interrupts. Dang it would have been quite helpful if he'd been benevolent.
BSG
I'm at Ryan's Chinese lesson, so I won't be able to resolve anything for a short while. Meanwhile, if you think Gaeta might XO you, you can send me COs for your orders.