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BSG
End-of-turn summary:
Round 3.2 - Apollo
Locations and Hands
Tigh: President's Office; 4 card(s)
Apollo: Weapons Control; 7 card(s)
Chief: Weapons Control; 6 card(s)
Zarek: Brig; 3 card(s)
Helo: Sickbay; 5 card(s)
Starbuck: Weapons Control; 2 card(s)
Sectors
Sector 1: 8 Raider(s)
Sector 2: 1 Raider(s), Civilians B
Sector 3: Civilians G
Sector 4: Civilians H
Sector 5: 2 Raider(s), 2 Heavy Raider(s)
Sector 6: 1 Heavy Raider(s)
Resources
Fuel: 5
Food: 6
Morale: 9
Population: 4
Viper Reserves: 0
Damaged Vipers: 5
Raptors: 4
Boarding Party: 0
Other
Nukes: 1
Jump Track: 3 (Blue)
Distance Travelled: 2
Galactica Damage: None
BSG
OMG, we are down to 4 population total.
ETA: To think we were worried about Morale just recently.
BSG
I think it's a safe bet you won't have to worry about the Sympathiser now.
BSG
Not what I'd call a silver lining, really.
BSG
no kidding. All this with only one jump!!!
BSG
ETA: To think we were worried about Morale just recently.
3/4s of what was left of the human race has been wiped out, but everyone is still filling out all 5s on their Pradmiral Satisfaction surveys.
BT: Which sector the raiders move to doesn't seem to make a difference, so leave it as is.
We're also going to lose another civvie on the next Raider activation. Then we get one free activation before civies are in danger again, but it's not looking good.
BSG
should I fire on the raiders or move to the hangar deck and repair vipers?
BSG
The raider in Sector 2 is worth destroying as it's the only raider that will be able to destroy a colonial ship on its next activation.
BSG
I stay in Weapons Control and
Fire on the Raider in Sector 2.
BSG
The roll will succeed on a 3 or more. Any SP interrupts?