@Knightsaber, I added the T0 DC. That might have messed with your plans. I thought it was more important to stop the Cylon Fleet from jumping in so close to an autojump for the humans.
However, you can still do the roll for jump prep/fleet advance and then there’ll be 8 raiders for the dice roll to damage Galactica. A gamble, though.
Assuming we want to pass this (I can’t easily figure out what happens in each scenario right now at work!), it would behoove you to play a pre-check card of some kind, Perky. Do you have any at all?
We go in order, so I can play a different pre-check card if Perky plays one, right?
On a pass: The Cylon Fleet comes to visit on the Basestar activation and they put extra Raiders on the board right before you jump away to safety.
On a fail: The Cylon Fleet comes to visit on the Basestar activation, the Raiders shoot at everything, the Heavy moves to a decent space and more Raiders come onto the board before you jump away.
Either way I’m getting a bunch of new Raiders and not gambling with the jump/pursuit tracks. It’s iffy, but what the heck.