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Subject: BSG 180 - Bull's Eye rss

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cc the calm
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Alright! Put me into one of this tin cans and get me over to colonial one.


Move: colonial one, presidents office - discard 2 Repair 
Action: Presidents office: Draw one Quorum Card

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Action: another Quorum Card please
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Pieter
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We found a witch, may we burn her?

Crisis: Witch Hunt.

INTERRUPT Token wrote:
Action Interrupt: Crisis Skill Check - Witch Hunt: 10YG
Please Play, Pass, or Geekmail any of the following:
Investigative Committee, Scientific Research and Declare Emergency CO's.

Boomer -
Chief -
Tigh - never drew Politics or Engineering
Baltar -
Zarek -

EDIT: Sorry for the delay. I was waiting for Baltar's second action, but he pointed out to me that he moved and acted. I have to concentrate better. Anyway, this is the interrupt token for the check. Copy the token and either write pass next to your name or the interrupt that you play. Interrupts are NOT given in player order, it is a free-for-all.
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Fredrik Bexborn
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INTERRUPT Token wrote:
Action Interrupt: Crisis Skill Check - Witch Hunt: 10YG
Please Play, Pass, or Geekmail any of the following:
Investigative Committee, Scientific Research and Declare Emergency CO's.

Boomer -
Chief -
Tigh - never drew Politics or Engineering
Baltar -
Zarek - Play 3 - Investigative Committee

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Klaus
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INTERRUPT Token wrote:
Action Interrupt: Crisis Skill Check - Witch Hunt: 10YG
Please Play, Pass, or Geekmail any of the following:
Investigative Committee, Scientific Research and Declare Emergency CO's.

Boomer -
Chief - Pass
Tigh - never drew Politics or Engineering
Baltar - Pass
Zarek - Play 3 - Investigative Committee

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INTERRUPT Token wrote:
Action Interrupt: Crisis Skill Check - Witch Hunt: 10YG
Please Play, Pass, or Geekmail any of the following:
Investigative Committee, Scientific Research and Declare Emergency CO's.

Boomer -
Chief -
Tigh - never drew Politics or Engineering
Baltar - pass
Zarek -

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Pieter
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Boomer passes as well. On to the check.

SKILL CHECK Token wrote:
Crisis Skill Check - Witch Hunt: 10YG
Investigative Committee in play, all cards will be played openly

Destiny - 2 - Consolidate Power, 3 - Declare Emergency
Boomer -
Chief -
Tigh -
Baltar -
Zarek -

Running Tally: 5 (FAIL)

The actual handling of the check is in player order, starting to "the left" of the current player. Boomer is first to play or pass.
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Fredrik Bexborn
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Awesome destiny! Let's hope our luck continues.

I could technically handle this on my own, but would prefer not to so as not to be completely useless until my next turn.

Also, not really expecting Boomer to do anything other than pass here, considering she hasn't drawn yellow or green. Otherwise we'll see one of the quickest reveals ever. robot
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I've placed my CO for this one.. i can help out a lot, but would appreciate if you do not leave it soley to me. Gaius out.

Edit: i forgot to send the co.. just had it in my draft folder.
finally sent it a minute ago
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Klaus
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I'd rather hang on to my politics for now, as I only draw one each turn. With this destiny, the three of you should have this easily.

Edit: Since Boomer's turn is directly afterwards: I think the civies aren't threatened yet, so this should be a good time to get some politics from the press room. There's no telling if she'll have the opportunity later.
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Pieter
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cmdrc wrote:
I've placed my CO for this one.. i can help out a lot, but would appreciate if you do not leave it soley to me. Gayus out.

Eh... I don't think I got your CO, Gaius.

EDIT: OK, now I got it.
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Daniel Berg
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Naturally, I shall pass and instead tend to my scrying crystal and spell books raptor's sensor readings.
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Klaus
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SKILL CHECK Token wrote:
Crisis Skill Check - Witch Hunt: 10YG
Investigative Committee in play, all cards will be played openly

Destiny - 2 - Consolidate Power, 3 - Declare Emergency
Boomer - Pass
Chief - Pass
Tigh -
Baltar -
Zarek -

Running Tally: 5 (FAIL)
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Chris Dawson
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For the final time, if she weighs the same as a duck she's made of wood and therefore...a witch.

Lieutenant Gaeta Fetch me my large scales


SKILL CHECK Token wrote:
Crisis Skill Check - Witch Hunt: 10YG
Investigative Committee in play, all cards will be played openly

Destiny - 2 - Consolidate Power, 3 - Declare Emergency
Boomer - Pass
Chief - Pass
Tigh - 5 - Declare Emergency
Baltar -
Zarek -

Running Tally: 10 (PASS)


As i draw in two rounds, I think it's a good idea to do this on my own if able.
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Pieter
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In these circumstances, both Baltar and Zarek have given the CO to pass.

The check passes. No effect.

She's not a witch. She is not dressed like one.

Activation: The basestar launches a heavy raider.

Jump Track: Advances to Red 1.
 
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Pieter
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Turn 1.2 - Boomer

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Draw: 2 Tactics, 2 Piloting, 1 Engineering

Lt. Valerii, please post your move and action when you are ready.
 
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Daniel Berg
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While I do intend to make some... remarks to the press about the heroic pilots on Galactica and the way they risk their lives each and every day for the safety of the fleet... I feel I will have to perform some such heroics myself, first. It makes for a much more riveting tale, don't you think?

Move: Hangar
Action: Launch in a Viper to square 6
Bonus Action: Move to square 1
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Pieter
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Great party! Hope it won't be raided by some unsavory characters.

Crisis: Raiding Party.

Step 1:
Raider 1 takes a shot at Boomer. 1d8 = (7) = 7, hit!

We need to pause here for a moment.

Boomer, will you play an Evasive Maneuver?
 
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Ok, yeah, so this is going to be a really long trip.

Well, this kind of sucks.
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Fredrik Bexborn
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Cheer up, admiral! Things could be worse!


By the way, your wife called. Something about being late tonight because she wanted to "check out Apollo's Viper".


...


Can I interest you in some fine liquor? Courtesy of my friends in the black ma... import business.



Yeah, this isn't good. The jump track's gonna go back to start, too. And I thought we were off to such a good start... Maybe consider an early nuke?
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Let's hope that miss valerii has got some Evasive Maneuvers left. Rescuing those civies next turn has highest priority.

Can anyone help with the die, if we nuke one basestar? e.g. Strategic Planning

Edit: format
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Klaus
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Boomer? Are you there?

Nuking should definitely be on the table, but the first priority is getting the civvies to safety. Even with Strategic Planning, we can't be certain that the nuke is going to hit those raiders. I can't plan, as I don't draw tactics.

I'm going to Communications on my turn, that much I'm certain about. Do want want to risk a next-O to the Admiral? If I simply activate comms, that should be enough to keep the sector 4 civies safe, but then the raiders may no longer in position for a nuking on Tigh's turn.

I'll wait for Boomer's recommendation on that, as she gets to Recon my crisis. XO'ing her out of sickbay would also be an option, if it comes to that.

(All assuming I'll draw an XO)
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Daniel Berg
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'Be a viper jock', they said! 'Be a hero of the Colonial Fleet', they said! Why doesn't anybody mention getting shot at part until it is too late?

Play 1 - Evasive Maneuvers

I'll see to it that I get some basic COs in place tomorrow.
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Pieter
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We continue...

Boomer evades! Raider shoots again: 1d8-2 = (3) - 2 = 1, miss!
Raider 2 shoots: 1d8 = (7) = 7, hit! Boomer fails to evade. One viper damaged and Boomer is moved to Sickbay.
Raider 3 moves to Sector 2.

Step 2: Setup 1 basestar, 2 heavy raiders, 5 raiders, 2 vipers, and 3 civilians.

Step 3: Jump track is set back to Start.

Boomer gets her Recon, and after she has made her decision we continue with the next turn.
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Pieter
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Boomer buries the crisis.
 
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