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Roll is a 1. Just barely avoiding shooting yourself in the foot with a bazooka.




A form of luck. :ninja:

As much as I would love option 1. I think the humans are going to go with option 2. As that means only 1 Resource is at 1, rather then 2 of them.
 
Turn 38


Code:
[b][u]Player Status[/u][/b]
[i]Bolded player has the turn.[/i]


[COLOR="Red"]1: EL ~ Callandra "Cally" Tyrol   [6][/COLOR]
2: TNT ~ Louanne "Kat" Katraine  [10]
[B]3: Jopi ~ Helena Cain  [2+5,2N][/B]
4: Kiwi ~ "Chief" Galen Tyrol   [5,4Q]
[COLOR="Red"]5: Kingepyon ~ Laura Roslin [3][/COLOR]

Destiny Deck [12]


Code:
[b][u]Fleet Status[/u][/b]          [b]Distance[/b]       8/8

[b]Food[/b]       02/08      [b]Vipers[/b]         0 Active, 7 in Reserve, 1 Damaged
[b]Fuel[/b]       03/08      [b]Raptors[/b]        0 in Reserve
[b]Morale[/b]     02/10      [b]Jump Prep[/b]      3/5 (Cannot jump)
[b]Population[/b] 01/12      [b]Cylon Boarding[/b] 1 at 3 and 1 at 4.  (die at 5)

Reserve   Civs  6
Active    Civs  0
Destroyed Civs  6

Ships and Resources Remaining
-- 1 Pop            x3
-- 1 Pop & 1 Morale x0
-- 2 Pop            x1
-- 1 Pop & 1 Fuel   x1
-- Empty            x1
-- 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]  ~ Jopi Admiral Helena Cain
[i]Admiral’s Quarters[/i] 
[i]Research Lab[/i] 
[i]Hangar Deck[/i] ~ Kiwi President Chief 
[i]Armory[/i]  ~TNT Kat 
[i]Sickbay[/i] 
[i]Brig[/i] 

[b]Pegasus[/b] (4/4 Damage)
[COLOR="Red"][i]Pegasus CIC[/i]  [/COLOR]
[COLOR="Red"][i]Airlock[/i][/COLOR]
[COLOR="Red"][i]Main Batteries[/i] [/COLOR]
[COLOR="Red"][i]Engine Room[/i][/COLOR]
Code:
[b]Colonial One[/b] 
[i]Press Room[/i] 
[i]President’s Office[/i] 
[i]Administration[/i] 

[b]Cylon Locations[/b]
[i]Caprica[/i] 
[i]Cylon Fleet[/i] [COLOR="Red"]~ EL Cally[/COLOR]
[i]Human Fleet[/i]
[i]Resurrection Ship[/i] [COLOR="Red"]~  Kingepyon Roslin[/COLOR]

[b]Off-ship[/b]

Code:
\      BRAVO   |   CHARLIE    /  
 \             |             /
  \            |            /
   \           |           /
    \          |          /
     \         |         /
      \        |        /
       \       |       /
        \      |      /
         \     |     /
          \    |    /
           \   |   /
A           \  |  /           D
L            \ | /            E
P             \|/             L
H             /|\             T
A            / | \            A
            /  |  \           
           /   |   \
          /    |    \
         /     |     \
        /      |      \
       /       |       \
      /        |        \
     /         |         \
    /          |          \
   /           |           \
  /            |            \
 /             |             \
/    FOXTROT   |   ECHO       \



Action queue:
GM~Stuff
Jopi~turn
 
If you've got no better way of stopping boarders, I suggest XOing TNT so he can have two rolls.
 
It's probably the best option.

Let's hope for a jump prep on that next crisis.
 
Activate the armory - twice

Jopi, if you have only a single SP it might be better to save it for Kiwi's turn. If we get jump prep, we have to jump. Otherwise the two Cylon turns in a row will likely kill us.
 
Activate the armory - twice

Jopi, if you have only a single SP it might be better to save it for Kiwi's turn. If we get jump prep, we have to jump. Otherwise the two Cylon turns in a row will likely kill us.

Yes, after I had posted I started thinking about that. It might come to that, because there's two Cylon turns coming up, so we'd have to kill both of the centurions.

Cancel SP preload.
 
Both rolls are a 3. A little bit closer to actually aiming the guns right!

CRISIS: Training Snafu

Skill check: LEA/PIL = 8
PASS: No Effect
FAIL: Damage 3 Vipers in space or Reserves

POST CRISIS: Launch Nukes, +1 Jump Prep

Cylonmanager tosses up a real soft ball there.
 
Thank god, a totally irrelevant crisis with jump prep. Exactly what we needed.

I assume we are going to fail this since it does not matter anyway and let Kiwi activate FTL control on his turn. With SP and possibly another calculations the odds will be as good as they are going to get.
 
Both rolls are a 3. A little bit closer to actually aiming the guns right!



Cylonmanager tosses up a real soft ball there.

Might as well just call this test a fail or a pass J-L. It has no effect and there is no way that the humans are not going to risk jumping on Kiwi turn. They auto lose if they don't, so there is little reason for them to not do so.

Might as well just pull Kiwi's cards, roll the die for the jump and see who wins.
 
The humans will fail this because they have nothing to gain or lose by passing it winning wise and HAVE to jump on the last turn here. Death or life roll coming up shortly.



LEA/PIL = 8
Leadership-1 (Executive Order)

Treachery-1 (Broadcast Location)

1 - 1 = 0 FAIL!

A little crisis book keeping. oh no! 3 vipers is damaged.
 
No human has calculations but jopi has SP. SP is played on the do or die jump by kiwi. Kiwi feels compelled to be a good president and walk over and hit the jump command.


Roll with SP modifier is 2. 2+2=4=
BBBBBOOOOOOOOMMMM



Calculations wouldn't have mattered anyways. Cylons EL and kingepyon win and colonials are erased from history due to lack of breeding prowess.:ninja:


Next crisis are

CYLON ATTACK: Jammed Assault

1. Activate Raiders
2. Setup: ALPHA Civilian Ship BRAVO: 4 Raiders CHARLIE: 1 Basestar, 2 Heavy Raiders DELTA: Civilian Ship ECHO: Viper, Civilian Ship FOXTROT: Viper, Civilian Ship
3. Special Rule - Communications Jamming: Until the fleet jumps, no player may activate the Communications location.


CRISIS: Water Sabotaged

Current Player Chooses
Skill check: POL/LEA/TAC = 13
PASS: No Effect
FAIL: -2 Food

OR

-1 Food

Post Crisis: Activate Raiders, +1 Jump Prep


CRISIS: Informing the Public

Current Player Chooses:
Skill check: POL/LEA = 7
Pass: Current player looks at one loyalty card belonging to any player.
FAIL: -2 Morale

OR

Roll a die. On a 4 or less, -1 pop, -1 morale.

Post Crisis: Activate Raiders, +1 jump prep


CRISIS: Suspicious Election Results

Admiral Chooses:
Give President title to character (aside from current President) highest in the line of sucession
OR
Admiral discards 1 random Skill Card and draws 1 Treachery Card

POST CRISIS: Activate Raiders, NO JUMP PREP


CRISIS: Scouting For Fuel

Current Player Chooses
Skill check: TAC/PIL = 12
PASS: +1 Fuel
FAIL: -1 Fuel and destroy 1 raptor

OR

Roll a die; if 4 or lower, -1 Fuel

Post Crisis: Activate Raiders, +1 Jump Prep


Kingepyons super crisis

SUPER CRISIS: Cylon Intruders

Skill check: LEA/TAC = 18
PASS: No Effect
14+: Place 1 Centurion marker at the beginning of the Boarding Party track.
FAIL: Damage Galactica once and place 2 Centurion markers at the beginning of the Boarding Party track.



NEXT SUPER WAS

SUPER CRISIS: Inbound Nukes

Skill check: LEA/TAC = 15
PASS: No Effect
FAIL: -1 Fuel, -1 Food, -1 Population
 
Too bad.

But after that disastrous start I feel pretty good at coming this close to victory.
 
That was a fun game guys, thanks.

I was kind of sad to see myself get a "you are a cylon" card. I wanted to come back from the bad start.

Also, I was actually being honest about those stupid crisis cards, I would've have chosen the same one if I was a human. The others had all had no jump prep, or some other kind bad fail, like on a check of around 18 was killing someone (which I probably should have picked).
 
That was a fun game guys, thanks.

I was kind of sad to see myself get a "you are a cylon" card. I wanted to come back from the bad start.

Also, I was actually being honest about those stupid crisis cards, I would've have chosen the same one if I was a human. The others had all had no jump prep, or some other kind bad fail, like on a check of around 18 was killing someone (which I probably should have picked).

Tactically, you were my best pick when i got that cylon card. So I gave it to you. Morale was going down, and the President is the one to restore it so...