BSG
Dee, you've received an XO. You may either move and take an action, or not move and take two actions. When you're ready, please post your orders.
The Mayor ,'End of Days'
A thread for the discussion of games: board, LARP, MMORPG, video, tabletop RPG, game theory etc. etc. and all attendant news, developments and ancillary subjects thereof, as well as coordinating/scheduling games either online or IRL. All are welcome to chime in, talk about their favorite games or learn about gaming of any sort.
PLEASE TO WHITEFONT SPOILERS for video games, RPG modules or anything for which foreknowledge of events might lessen one's enjoyment of whatever gaming experience.
BSG
Dee, you've received an XO. You may either move and take an action, or not move and take two actions. When you're ready, please post your orders.
BSG
I move to Comms and shift the civvies to sector 6.
BSG
You might look at them first, one could be a decoy.
BSG
Good point. I guess I will check them and then move them. Unfortunately my email is down at the moment so any information won't get to me for a bit. Hopefully Dreamhost will come back online before I head to bed.
BSG
Distance Travelled: 3
Does the Sleeper Phase happen at Distance 4 or once we pass that? If the former, it's guaranteed to happen after our next jump, correct?
I move to Comms and shift the civvies to sector 6.
Can Dee move the civvies ANYWHERE, not just an adjacent sector? Nice.
BSG
Does the Sleeper Phase happen at Distance 4 or once we pass that? If the former, it's guaranteed to happen after our next jump, correct?
At Distance 4, so yes, next jump will reach the Sleeper Phase.
Can Dee move the civvies ANYWHERE, not just an adjacent sector? Nice.
No, still only one Sector at a time (so Sector 5 or Sector 3, or leave them in Sector 4). Dee's ability is in the number of civvies she can move.
BSG
Ah, sorry about that, I move them to sector 5.
BSG
A couple of notes: Ellen played an XO-2 on Dee, and for her Adroit ability has chosen to draw 1 Politics and 1 Leadership.
Now, it's just as well you moved those civvies. Ellen's Crisis Card has a raider activation - and more besides.
Thirty Three
Cylon Attack
First, the raider activation. Scar moves to Sector 5, and opens fire on the RSV:
Die roll = 4. Miss.
Next, we add new ships. That concludes Ellen's turn. Won't you now welcome back your Admiral? Look at that, he found you. Despite two rescue missions being nixed. I'm sure it doesn't mean anything, and everyone's really very happy to have him back. Helo, I'm sending you your cards. When you're ready, please post your move and action.
BSG
End-of-turn summary:
Round 2.2 - Ellen
Locations and Hands
Dee: Communications; 5 cards
Ellen: Hangar Deck; 10 cards
Helo: Caprica; 7 cards
Roslin: President's Office; 2 cards
Gaeta: Engine Room (Pegasus); 6 cards
Starbuck: Hangar Deck; 7 cards
Sectors
Sector 1: 1 Basestar
Sector 2: Empty
Sector 3: Civilians C
Sector 4: Civilians D
Sector 5: Scar, 2 RSVs, Civilians A B E
Sector 6: 2 RSVs, Civilians F
Resources
Fuel: 7
Food: 7
Morale: 6
Population: 10
Viper Reserves: 6
Damaged Vipers: 0
Raptors: 4
Boarding Party: 0
Other
Nukes: 2
Jump Track: 1 (Red)
Distance Travelled: 3
Galactica Damage: 0
BSG
Okay, our priorities are getting rid of Scar and destroying that basestar.
Helo, I mean, Admiral, I'd recommend moving to Weapons Control, and then XOing me. I can go tangle with Scar and then hopefully Madame President has an XO she can play on you to shoot the basestar twice next turn.
I've got a Maximum Firepower, though I think since I'd get two actions to shoot Scar, I may want to try a single shot first and see if I can save the card for later. If I miss, I'll play the MF. If anyone has a SP they want to play, I'd recommend holding onto it until the last shot of the MF. Same goes for Helo's re-roll.
Unless we want to put everything into the first shot (SP and re-roll) and I can launch a Scout or move into Sector 4 with my second action if it hits, or play the MF if it misses.