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Play 1 Leadership-Declare Emergency
 
Play 1 Leadership-Declare Emergency

Sorry but - ehm, there is no strength 1 declare emergency, so what value does this card have?
(Also, Leadership is lime coloured, not yellow :p)
 
Oops. It's 1 card strength 3..... sorry.
 
Oops. It's 1 card strength 3..... sorry.

Don't worry about it, it just was a little strange. ;-)
A total of 10, then. That should be enough to cover at least the partial pass. With some destiny deck luck we might even pass it.
 
So we have a 10 then, we are already at the passing unless someone has a Declare Emergency to throw in as likely the DD is most likely to cancel itself then help or hurt.
 
Partial pass with no chance of total pass.

CRISIS: An Offer of Peace

Skill check: POL/LEA = 12

PASS: No Effect
6+: Shuffle 2 Treachery Cards into the Destiny Deck
FAIL: -1 Morale and shuffle 2 Treachery Cards into the Destiny Deck

POST CRISIS: Launch Raiders, NO JUMP PREP



Leadership-2 (Executive Order)
Leadership-3 (Declare Emergency)



Politics-2 (Consolidate Power)
Politics-5 (Investigative Committee)


Piloting-4 (Maximum Firepower)

12-4=8~Partial Pass~Shuffle 2 Treachery Cards into the Destiny Deck
Action Queue
GM~Stuff+Full update
Saintis~Think over turn and await cards.
 
Turn 6

Player Status

Bolded player has the turn.

Kriszo -- Chief Tyrol [3]
Lord Strange -- Admiral Adama [4, 2N]
Randakar -- Baltar [4, 3Q]
Jopi -- Caprica 6 [4]
Eternaly Lost -- Helo [7]
Saintis -- Starbuck [2+5]

Destiny Deck [10]


Code:
[b][u]Fleet Status[/u][/b]          [b]Distance[/b]       0/7

[b]Food[/b]       07/08      [b]Vipers[/b]         2 Active, 6 in Reserve, 0 Damaged
[b]Fuel[/b]       07/08      [b]Raptors[/b]        3 in Reserve
[b]Morale[/b]     09/10      [b]Jump Prep[/b]      4/5 (Can jump with 3 pop risk)
[b]Population[/b] 12/12      [b]Cylon Boarding[/b] None

Reserve   Civs 10
Active    Civs 2
Destroyed Civs 0

Ships and Resources Remaining
-- 1 Pop            x6
-- 1 Pop & 1 Morale x1
-- 2 Pop            x2
-- 1 Pop & 1 Fuel   x1
-- Empty            x2
-- Galactica Food Damage Token
-- Galactica Fuel Damage Token
Code:
[b]Galactica[/b]  (0/6 Damage)
[i]FTL Control[/i]
[i]Weapons Control[/i]
[i]Command[/i]  
[i]Communications[/i] 
[i]Admiral’s Quarters[/i] 
[i]Research Lab[/i] 
[i]Hangar Deck[/i] ~Saintis/Starbuck
[i]Armory[/i] 
[i]Sickbay[/i]
[i]Brig[/i]

[b]Pegasus[/b] (1/4 Damage)
[i]Pegasus CIC[/i]  ~Lord Strange/Admiral Adama
[i]Airlock[/i]
[i]Main Batteries[/i] ~Kriszo/Chief
[i][COLOR="Red"]Engine Room[/COLOR][/i]<<boom
Code:
[b]Colonial One[/b] 
[i]Press Room[/i]
[i]President’s Office[/i] ~Randakar/President Baltar
[i]Administration[/i] 

[b]Cylon Locations[/b]
[i]Caprica[/i]  --Jopi/Caprica 6
[i]Cylon Fleet[/i]
[i]Human Fleet[/i]
[i]Resurrection Ship[/i]

[b]Off-ship:N/A~Eternaly Lost/Helo[/b]

Code:
\      BRAVO   |   CHARLIE    /  
 \   Raider x1 |             /
  \            |            /
   \           |           /
    \          |          /
     \         |         /
      \        |        /
       \       |       /
        \      |      /
         \     |     /
          \    |    /
           \   |   /
A           \  |  /           D
L            \ | /            E
P   Basestar  \|/   Civ x2    L
H   Raider x3 /|\             T
A            / | \            A
            /  |  \           
           /   |   \
          /    |    \
         /     |     \
        /      |      \
       /       |       \
      /        |        \
     /         |         \
    /          |          \
   /           |           \
  /   Viper    |   Viper    \
 /             |             \
/    FOXTROT   |   ECHO       \


Action queue:
GM~Stuff
Saintis~Think over turn and await cards.
 
Should I pilot a viper and move to either Alpha or Delta? What do the experienced players say?
 
Should I pilot a viper and move to either Alpha or Delta? What do the experienced players say?

I say Delta, protect the civs as they will shot at you first, and you can play cards to make them reroll on you.

Alpha would mean that the Raders would have little trouble reaching the civs before your turn. I don't know the mix of cards, but I am certain before you go again we will see at least 2 activations.
 
There isn't much for you to do though, the raiders are no real threat. EL is right about Delta, but at 4/5 jump prep there's a decent chance we'll jump before your turn comes around again and a very good chance the raiders won't be able to reach the civvie before that.

What you could do is activate the hangar deck, launch to Echo and then play a card - I'd say either Launch Scout to see what the crisis does, or an XO on someone who can do something useful if scouting is not an option for you.
(We have enough options for an XO. Adama can shoot the basestar, the Chief can probably repair our engine room (he's more efficiënt on his own turn though), I can go look for speeches or food rationing cards, and EL might be an option if he has a scout to burn and you don't)
 
There isn't much for you to do though, the raiders are no real threat. EL is right about Delta, but at 4/5 jump prep there's a decent chance we'll jump before your turn comes around again and a very good chance the raiders won't be able to reach the civvie before that.

What you could do is activate the hangar deck, launch to Echo and then play a card - I'd say either Launch Scout to see what the crisis does, or an XO on someone who can do something useful if scouting is not an option for you.
(We have enough options for an XO. Adama can shoot the basestar, the Chief can probably repair our engine room (he's more efficiënt on his own turn though), I can go look for speeches or food rationing cards, and EL might be an option if he has a scout to burn and you don't)

Well I do have a scout to play if someone XO me, I can't be XO until my turn comes around again, remember I am stranded and immune to those things until the start of my next turn. Unless I am missremembering something?
 
Well I do have a scout to play if someone XO me, I can't be XO until my turn comes around again, remember I am stranded and immune to those things until the start of my next turn. Unless I am missremembering something?

No, you aren't. I just forgot about it for some reason. You can't take actions while stranded, can you?
So let's not XO you then :p
 
Ok

##Activate Hangar, launch to ECHO
and
## Play TAC-1 launch scout
Is this good?
 
Do you guys want to wait and see if anyone plays strategic planning or not?


Preload if yes so I can resolve this more swiftly.
 
Last edited:
No SP from me
Also, Crisis deck if pass.
 
Do you guys want to wait and see if anyone plays strategic planning or not?


Preload if yes so I can resolve this more swiftly.


I would rather just get this going if you don't mind. This is not really that much a roll to worry about, unlike shooting at things.
 
Starbuck launches in a viper into Echo sector to guard the civvies and orders a recon team to scout ahead of the fleet. ((Burning TAC-1 launch scout. ROLL OF 1 And so scratch 1 more raptor.)) Sadly the pilot accidentally spills his coffee over the computer as the raptor is about to jump and the ship jumps inside of a sun and explodes instantly.





---------------------------
CRISIS: Rescue Caprica Survivors



President Chooses

-1 Fuel, -1 Food, +1 Population

OR

-1 Morale



Post Crisis: Activate Raiders, +1 Jump Prep
---------------------------


Action queue
Randakar~Decide
Others~Debate
GM~Stuff