BSG
I am experiencing fear.
Fetch the gom jabbar!
Let's take a look at where the risks are. Every Crisis Card has a Cylon activation. Here's what might happen.
1. Basestars. We have two of them now. Every time they activate (20% of the time), they shoot at Galactica. If we wind up at six damage, the Cylons win (and we can't use damaged locations). We have one damage, FTL Control. They can also launch new ships.
Things we can do: Weapons Control lets us shoot back. If things get really bad, I can launch a nuke at one. We can also use Blue skill cards to repair damage. Three crew members draw Blue, and we have quite a lot of it right now.
2. Raiders. They will chase after the nearest civilian ships when they activate (half of the time), and destroy them if they can. They move one space at a time, which means they're currently at least two turns away from reaching the civvies, and another turn before they could destroy any.
Things we can do: our best weapon against the raiders are Galactica's vipers. There are two in space already. We can use Command to activate them to move or shoot at raiders. They also provide cover - raiders have to get rid of vipers before they can destroy civvies. We also have a hotshot pilot, Starbuck, and an auxiliary backup pilot (you). Finally, we can also use Communications to move the civvies and keep them away from the raiders.
We have at least three turns before the raiders can threaten any raiders, so we have some time to defend against them.
3. Heavy raiders. These guys don't shoot; they try to land Centurions on Galactica, who will then try to take over the ship. If they do so, we lose. They're tough to destroy.
What we can do about it: the vipers, again, can shoot at them. But they only activate 20% of the time. Often, the best way to deal with them is simply to jump before they can land.
We have at least three turns before the raiders can hurt us, and two turns before any heavies land. This should still be ok. If we get any more attacks we might start to worry though.
BSG
Here are some ideas for Starbuck's turn. Starbuck - you know, Starbuck, you're just like the son I never had. Starbuck, if you activate the Hangar Deck to launch into Sector 5 or 6, you get a bonus action. If you draw Green, you could possibly give an XO. The only person I'd suggest for an XO (much as it pains me to say it) is the President. He's currently stuck in Sickbay; if he's still there at the start of his turn, he only gets one card instead of his usual draw. He could go to Communications and move some ships from S4 to S5 (so you can defend them better), or Command to order a couple of vipers around.
Alternatively, you could launch a scout to take a peek at the Crisis deck. We don't want any more attacks, and it'd be good to ensure we get a jump icon.
I'd suggest Sector 5, if you want to launch. We can move all the civvies into there and then you can guard them all at once.
Don't bother XOing me. You're not the boss of me! I'm the boss of you! I put it on my hat, it says "BOSS OF YOU". Plus, I'm stuck in the Admiral's Quarters, which I can't even use. It's not fair, they're my quarters! Instead I get everyone else tramping through here, and I can't even brig them. Bah.
Well, that's about it. Hugs!
BSG
It's nice to see you bonding.
Sorry for ducking out last night before sending the end-of-turn summary, but I realized that GMing on 3 martinis was probably not a good idea. (Let's just say it was lucky everything I posted and sent last night was set up in the morning.)
BSG
End-of-turn Summary
Round 1.2 - Helo
Locations and Hands
Baltar: Sickbay; 4 cards
Helo: Caprica; 8 cards
Starbuck: Hangar Deck; 3 cards
Chief: Hangar Deck; 3 cards
Adama: Admiral's Quarters; 3 cards
Sectors
Sector 1: 1 Basestar, 3 Raiders, 2 Heavy Raiders
Sector 2: 1 Basestar, 4 Raiders
Sector 3: 2 Heavy Raiders
Sector 4: Civilians A B C
Sector 5: 1 RSV, Civilians D E
Sector 6: 1 RSV
Resources
Fuel: 8
Food: 8
Morale: 9
Population: 12
Viper Reserves: 6
Damaged Vipers: 0
Raptors: 4
Boarding Party: 0
Other
Nukes: 2
Jump Track: 1 (Red)
Distance Travelled: 0
Galactica Damage: FTL Control
(Please check with your data, to make sure there is nothing out of whack. If any discrepancy, please contact me immediately.)
BSG
So, there's nothing to be done about this crisis, or am I missing something?
Sorry, I know how frustrating Helo's first turn can be. On the upside, you're almost rid of your negative ability while most others last the whole game.
Starbuck, please post whether you'd like to draw 1 blue or 1 green for your turn. Then I'll send your complete draw and you can post your move and action.
BSG
1 Green, please. I'm itching to get up in the air but I'm also scared of the next crisis. Would anyone else like to voice an opinion before I decide?
BSG
I think I'm happier with you up and at 'em, Starbuck. Just don't break anything. I'm clearly going to be busy enough as it is.
BSG
Yep, whatever you do for your bonus action, I think you should get out into space. It's where you're at your best.
BSG
OK, it says if I start my turn in a viper I get an extra action but if my action is to launch myself in a viper is that the end of my turn?
BSG
OK, it says if I start my turn in a viper I get an extra action but if my action is to launch myself in a viper is that the end of my turn?
No. True, you don't get an extra action from your special ability this turn, because you don't start in a viper. However, the Hangar Deck action allows you to launch in a viper into Sector 5 or 6,
and
take a bonus action as well. So you could launch, and also play an XO or scout the Crisis Deck. Launching is a bit of a freebie like that.