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The admiral chooses the result of this crisis card, but feel free to discuss.
After this crisis card is resolved, the current player will roll a 1d8 to determine where a heavy raider spawns, and then the pursuit track will increase once and reach the end, so all five regular raiders and two heavy raiders will appear in the corresponding locations in galactica airspace.
I’ve decided to let @anon97870008 control the entire cylon fleet going forward. Whenever a crisis card gets resolved, Priestess will decide where cylon ships move and attack. The only exception to this is if a new ship appears on the cylon fleet board (which happens if a ship symbol on a crisis card is not already on galactica), which the current player determines randomly.
I think we need our nuke tokens cuz we getting fucked by cylon ships atm
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But obvs up to admiral
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Destroy the Galactica, they don’t deseve to live
Hm? You dont need a cylon detector. Really…
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Couldn’t I have used one of my cards to increase it?
Not after the roll. I will try to be better making clear I’ve left the time and ability for people to play pre-roll and pre-skill check skill cards if they want to.
TrustworthyLiberal chooses the second option. They discard a one cost executive order (leadership) and a one cost launch scout (tactics).
Morale decreases from 9 to 8.
@Hippolytus, as the current player, roll a 1d8 to determine in which region the Heavy Raider spawns, and tell me what type of skill card you want to draw as per your once per round classcard ability.
2
Green pls
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1x Leadership
1x Piloting
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I’m out running errands now, game is paused for now.
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u know nothing about leadership, it is a disgrace to take leadership cards