[The episode starts about a week after our last episode left off. Deke is still working as a deckhand around Pegasus, Sun is still in jail and Nike is persona-non-grata with most of the crew (though he's in tight with some of the Marines loyal to Cain).
[This episode will also sees the introduction of Sgt. Aella Giovanni and our new player Melissa M.! Of course now the guys are outnumbered by the gals again. Damn.]
While Sun languishes in a jail cell, Deke and Nike are called into conference with Admiral Cain, the XO and some Colonial Marine that we've never seen before. There we answer a few unrelated questions before the XO starts asking us about Jerr Madison's asteroid getaway. Nike starts thinking about his horoscope for the day and wonders if this is his opportunity to get in tight with the XO. Maybe it's his shot at a command position, what with the current state of flux in the fleet command structure. Or maybe he is supposed to seduce the admiral...though that idea makes him a bit nervous. He decides to just answer honestly while really pouring on the charm and just see what shakes out. Of course this has no effect on anyone whatsoever.
Deke doesn't know much about the Jerr Madison thing but he verifies that the Griffon is ready for action when she's needed. When it becomes obvious that the Admiral and XO are probably talking about some sort of mission with the Griffon he immediately starts bucking for Sun's release from jail. He tries to convince the two officers that her expertise with the ship's systems is absolutely vital. We are surprised when Admiral Cain looks a little relieved and agrees easily. She then lays out a quick briefing on the mission: a quick jump out to the belt, raid Madison's asteroid mansion for ships and parts and catalogue anything we can't bring back that might be worth a second trip.
Furthermore a recent recon suggests there may be a small colonial military vessel or two in that area. If so they need to be contacted and brought in. She also assigns us the third person in the room, Colonial Marine Sergeant Aella Giovanni, putting her in charge of the mission. Nike is not at all happy as she clearly outranks him (and she doesn't seem to smile, ever, which freaks him out a little.)
We spend the next couple of hours trying to secure what supplies we think we'll need, which isn't easy on the Pegasus as apparently everything is either rationed or running out. Finally we meet up with Sun being escorted onto the deck where Sgt. Giovanni gives us all a bit of glare for, I suppose, not being Marines.
On board the Griffon Deke and Sun have a nice little reunion. Sun is very glad to see Deke again but Nike, on the other hand...well, not so much (Nike just participated in the execution a small group of civilians on the flight deck about a week earlier, if you recall.) She's also a bit surprised that Deke, while happy to have her around, isn't playing the eager puppy dog part she's accustomed to. Deke has since decided he's tired of acting like a fool but it's already turning out to be not so easy. He's still completely infatuated with her, just trying his best to play it cool.
Sgt. Giovanni gives us all an impatient glare before ordering everyone to prep for departure. Nike's already in the cockpit having got himself out of both the two women's way soon after we boarded. Having two women glaring at him for totally different reasons and having only a vague idea in each case what those reasons are is just way too much for him.
With jump coordinates on hand and everything ready we leave the Pegasus' launch bay and jump out to the belt, roughly where Jerr Madison's asteroid getaway should be. Deke is already down in Griffon's guts doing routine maintenance and inspection on the ship. (We're all a bit horrified when he botches that roll with no immediately discernable catastrophe.) Nike glides in toward the belt with no trouble while Sun monitors sensors, detecting nothing. We've got our stealth suite going full blast anyway since we're unarmed and hoping not to get in a fight.
Tracking down the particular asteroid proves a little difficult since it seems Madison's coordinates aren't all that accurate. After a while we finally find a rock with a couple of hollowed out levels, two airlocks and a docking bay. We figure we've found the place since the odds of there being a whole lot of these things scattered around the belt are pretty low. Nike reorients to the asteroid and pulls in close to the bay in a stunningly graceful display of piloting skill, if I do say so myself. Unfortunately it's completely wasted as the bay doesn't seem to be responding to the code we're sending. The Griffon is stuck floating around in front of the place.
Once we start a discussion on what to do Sgt. Giovanni decides it's time to assert her authority and gruffly orders Nike and Deke to go EVA and just bypass the lock on the bay door manually. When Deke points out that he's never done any kind of EVA work and isn't even trained in it she just stares at him until he decides he wouldn't mind going outside after all.
Deke and Nike don EVA suits and head into the port airlock. There Nike gives Deke a quick rundown on EVA basics and checks over his suit and rigging. Satisfied that Deke will at least stay clipped to something and not float off in a panic Nike heads out the airlock. He fires a line over to the asteroid near what he hopes is the manual lock housing and zips over to secure the whole thing before Deke comes across. Deke has already forgotten that he's not trying to impress Sun anymore and heads right on over, trying his best to brave the terrifying expanse of infinite nothing as if it were just another day at work. Of course he botches his Willpower + Discipline check and immediately starts freaking out.
Onboard the Griffon, meanwhile, Sun's eternal optimism with human nature leads her to strike up a conversation with Sgt. Giovanni. She is very interested to learn that the Marine doesn't like her very much at all or anyone else on this mission for that matter. In fact, Aella really wants nothing more than for Sun to stop talking to her and go do something technical that will move this mission to a rapid, "return to the Pegasus ahead of schedule" kind of conclusion. Sun's intentions to break through Aella's defenses and get to know the unique and beautiful individual hiding within are thwarted, however, when they realize there's a bit of a crisis with Deke.
When Nike figures out that the weird noises he's hearing are Deke hyperventilating into his mike he dashes back up the line to help. Deke naturally grabs onto Nike with both hands the moment he comes into range and is quickly in danger of doing bad things to Nike's air supply line. Deke and Nike grapple a bit and manage not to kill each other before Deke at last passes out in his suit. Nike then drags him back into the airlock where he hopes he can just talk him through the procedure from there. (Nike also takes a moment to curse the Pegasus supply officer who wouldn't issue us any explosives which really would have made this whole thing a lot easier.)
After speaking with Aella and laying out his plan, she agrees. Nike slaps Deke awake, calms him down and then heads back out across the line. Over the mike Nike describes the locking mechanism and Deke walks him through the simple procedure. In moments we've sprung the door and Nike heads back to the Griffon. He can already see through the opening doors that Madison not only had two old Vipers like he said but it looks like he picked up a newer model colonial fleet cutter as well. Nike instantly gets an odd feeling about the ship parked there.
While he takes the controls again and guides the Griffon into the bay Nike informs Sgt. Giovanni that something isn't right with that cutter they're parking next to. When he can't provide any details Aella just ignores him, not putting much stock in "gut feelings". Once they've locked down it's quickly apparent that Nike and Deke will have to do their EVA bit all over again. The asteroid's security system refuses to pressurize the bay or pump in any air for that matter. At Aella's direction Nike gathers Deke at the airlock again and he heads out into the bay to find the manual controls for that too. Once he does so Deke's radioed instructions make quick work of it, though Deke is now ticked off that he wasn't allowed a chance to make up for the embarrassing debacle surrounding his first EVA.
Nike then easily spots the movement around him of at least four individuals slipping out from the cutter's far airlock and moving around to flank him on both sides. Unarmed, he heads for the Griffon at what he hopes is an casual pace while calling in on the radio to let everyone know that we're not alone. It's only seconds before the strangers make themselves known and appear, brandishing assault rifles. Colonial Marines. Very irritable Colonial Marines, in fact. Aella, Sun and Deke are all brought into play as well when the cutter's topside cannons pan over to cover the Griffon.
[Nike gets 1 Plot Point for role-playing his Superstitious complication; Sun gets 1 Plot Point for her standard excellence in role-play; Deacon gets 1 Plot Point for playing his Glory Hound complication, 1 for his Out of Luck complication and 1 for some very nerve wracking role-play of a guy freaking out in space and nearly killing another PC(!); Aella gets 1 Plot Point for establishing her character in the group so well.]
Aella takes the comm and tries to make contact with the squad of Marines outside in the bay. Once she does so and identifies herself things finally ease up a bit, since Nike's attitude outside was beginning to make things pretty tense. Once she's spoken to the squad leader she discovers the Marines are part of a small detail assigned to Admiral Drake. The admiral, we're surprised to find, is on board the cutter even now.
After a while of back and forth we finally find ourselves under Admiral Drake's command, who apparently outranks Rear Admiral Cain. Once that's settled (which is rather quickly since none of us have any say in the matter) we're soon gathered in the lounge of the Admiral's ship, the Kapanea, to fill him in on what we've experienced up until now. We in turn get the lowdown on the situation here on the asteroid. It would seem a rather large group of squatters broke in and took over Madison's vacation getaway, locked down the docking bay and evacuating the atmosphere there as well. Until now the Admiral and his men have been stuck in the Kapanea, unable to override the bay door or even break through the security airlock into the complex.
With Griffon here now, though, they can finally call in for backup (the Kapanea's radio isn't working) and save themselves the trouble of blowing a hole in something. A quick glance around and we can see the bundle of cobbled together homemade explosives that were probably not going to work very well in whatever endeavor they were intended. As for who they intend to call for backup we're surprised to find that there isn't some other fleet out here anywhere that he's talking about. Apparently the Admiral means the Pegasus, which he learned about from us and which he clearly already assumes he'll soon be commanding.
Once we finally get to ask a few questions we find out that Admiral Drake was never interested in the complex at all, just the fuel stores and the Vipers. The squatters, on the other hand, seem to be convinced that the Marines are going to take over the whole complex and put everyone under martial law or something. Which is, of course, absolutely correct since securing the complex is the obvious first step in getting hold of those Vipers.
Seeing the difficulty, Sun offers to mediate with the squatters. She puts a lot of effort and a couple of Plot Points into her plea and finally convinces Admiral Drake to allow it. First, though, the admiral has a call to make and off we go to the Griffon to do just that. Within the half hour Admiral Drake is in direct contact with Rear Admiral Cain and while the interaction between the two is professional and polite, you can practically cut the tension with a knife. From our vantage point outside the Griffon's cockpit we can hear Cain balk at moving her whole ragtag fleet to rendezvous with Drake but, of course, she never actually refuses. Having settled all that to his satisfaction Admiral Drake returns to the Kapanea to consult with his aides while Sun tries to contact the squatters inside.
Sun eventually manages to convince someone on the other end to pick up and begins acquainting herself with them. While she spends time making new friends Deke and Nike take the opportunity to check over the Griffon again with a quick preventive maintenance check (still dreading that botched maintenance check from earlier). Having spent over an hour and finding nothing we check in on Sun and find her still chatting it up. We roll our eyes a bit, don EVA suits and head over to the Kapanea to offer our services there since we've nothing better to do.
On the way Nike is surprised when Deke takes the opportunity to address an issue that's been bothering him. After suddenly being tackled from behind and pined to the deck by Deke for no apparent reason Nike decides to let him speak his piece. Deke is of the opinion that neither he nor Sun are really part of this whole "military thing", having been drafted against their will in the first place. The presence of these civilian squatters in Madison's well hidden asteroid complex thus presents Deke and Sun the opportunity to go AWOL, something they've already discussed. While they would welcome Nike coming along with them they can understand he might feel his loyalty to the fleet makes that impossible.
The main point, however, is that Deke feels it appropriate to shoot Nike in the head while he sleeps if he manages to get Sun into any trouble in the course of all this. And, of course, that only covers the "trouble" thing. Actually getting Sun killed or maimed...well Deke isn't real specific on that point but Nike figures he's got the message. While Nike wouldn't mind the opportunity to see how inflated Deke's reputation as a fighter really is, he decides his current position (pined face first to the deck of an evacuated docking bay) is probably not the best time so he agrees. Once Deke has Nike's assurance he won't directly interfere in any attempt of theirs to "disappear" sometime soon, he let's him go. Nevertheless Nike decides he'll be stepping up the goading on Deke about his feelings for Sun anyway, not being one to let something like that slide.
Aella, meanwhile, checks in with the Marines and gets the lowdown on their plan to assault the complex and her role in it. She then heads back to the Griffon to oversee Sun's negotiates and inject herself a little into the proceedings. Namely ordering Sun to remind the squatters that it's only a matter of time before the Admiral gets frustrated and orders the assault. Then, of course, she and the other Marines will storm in and start putting boots to people's necks. Sun has a hard time incorporating that into her negotiations without actually threatening anyone but she tries anyway.
An hour later Admiral Drake and his group are still waiting for Cain's backup to arrive for their assault. Deke and Nike have worked together repairing some minor damage on the Kapanea, sniping at each other the whole while, before retiring back to the Griffon. There we find Sun still on the line with the squatters and Aella completely disgusted with the "damned civilians" who are gumming up the works. On the other hand it looks as though Sun has managed to convince most of them to relocate to the Pegasus' fleet and leave the asteroid complex altogether. Once Admiral Drake gives his word not to jail (or shoot) anyone then we'll be good to go.
When at last all that mess is taken care of we finally get some air in the dock and someone on the other side cracks the security airlock. A number of Marines move in first to secure the immediate area before Admiral Drake pushes impatiently through to confront whoever's in charge. When we finally get in there ourselves and start unsealing our helmets Sun gets a bit of a surprise. It would seem that dock worker on Pegasus, Gina, has a twin sister here leading the squatters, making for one hell of a fortunate coincidence.
Sun immediately pipes up and claims that she's met her sister and that she's currently working on Pegasus, thinking this will help ingratiate herself to the woman as well as make the relocation all the more attractive for her. Apparently this has the opposite effect than Sun expected and squatter leader, Karen, just stares in shock for a moment. She then orders the armed men around her to take aim on us. The Marines, already pretty tightly wound up for action, respond instantly and we suddenly find ourselves in the middle of a whole lot of itchy trigger fingers.
As accusations and demands fly back and forth it soon becomes apparent that Karen doesn't have a twin sister and believes this is some kind of Cylon trick. She even accuses Sun of being a Cylon, which strikes everyone as odd since she so obviously isn't. Before we begin questioning the sanity of the civilians here Admiral Drake finally manages to raise his voice above the din and level a few direct questions at Karen. In short order we find that the civilians managed to discover a human-looking cylon just a few days previous. This saboteur all but admitted, before he died, that there were many models of Cylons now that are indistinguishable from humans scattered throughout the fleet and the various colonies. Clearly, therefore, Sun's claim to have met Karen's "twin" onboard the Pegasus, when she doesn't have a sister to begin with, is some kind of cylon attempt to sow distrust and dissention. Since none of the rest of us have ever met this dock worker "Gina" we're left is something of a odd situation. Either Sun or Karen is lying and most likely a cylon agent of some sort.
[Sun gets 1 Plot Point each for her Contrarian and Idealist complications in taking the initiative and mediating between the Marines and the squatters so successfully; Deke gets 1 Plot Point for a very nice bit of drama in the docking bay with Nike; Aella gets 1 Plot Point for excellent role-play and conforming to her Complications]
After a very tense few minutes it's clear this situation isn't going to be resolved easily. Admiral Drake "suggests" that both Sun and Karen be taken into custody, disarmed and secured somewhere that both civilian and Marine guards can watch them. Meanwhile the Marines will continue gathering the material for the Vipers and whatever else the squatters don't need and then depart as promised, taking any of the civilians along that wish to go. In the end Sun and Karen agree that's a workable short term solution and Karen even makes the first move by turning over her weapon to another civilian.
As the situation begins to resolve itself and tensions begin to ease a number of faint thumps and tremors run through the complex. When Karen nods one of her men toward the nearby security station the Admiral likewise gestures and a couple of Marines go along as well. In moments we have security cameras displaying an unusual looking vessel floating outside the docking bay and some indistinct shapes at work on the lock. After watching a bit longer we finally get a good look and it's obvious to all that we're looking at several of the new model Cylon centurions (which we readily confirm to Admiral Drake are identical to those we saw on Caprica).
Admiral Drake, on advice from the Marine squad leader, orders the ship crew off the Kapanea and the Marines all begin buttoning down their vac-suits. Aella steps up, using her So Say We All asset to convince the civilians to stop being pig-headed for a moment and follow orders. She soon has them all back down the hall in the rec-room with the door locked. Sun and Karen are on hand at the security station under the watchful eye of two Marines and one of the civilian heavies. Aella then joins Nike and Deke again and everyone begins preparing to defend against cylons coming up the hall leading to the airlock.
By the time the docking bay doors open, evacuating the bay of atmosphere yet again, and the cylon vessel settles on the deck inside, we've managed to prepare somewhat for an assault. Admiral Drake and the three man crew of the Kapanea are hold up in the security station with Sun and Karen. The six Marines, Aella, Nike and Deke have all taken up position in the room outside, facing the hallway leading down to the security airlock. As about a dozen cylon centurions march out of the ship and begin casually inspecting the vessels in the dock we begin to suspect that they aren't even aware the complex is occupied. When Admiral Drake consults with the Aella and his own NCO's about assaulting the bay, however, we are surprised when the security airlock suddenly cycles open and the atmosphere in our area begins rushing out into the bay and the open vacuum of space beyond. Thankfully everyone has already buttoned up for combat and Karen is the only one in the room without a vacuum suit. A quick look at her, though, and we see her standing near the security controls with her hand over the airlock release, looking more than a little confused.
On the security cameras we can see the centurions haven't failed to notice the airlock suddenly opening up and are already moving to investigate. Karen, meanwhile, doesn't give us time to respond to her treachery and suddenly surges forward into the Marines moving toward her. Knocking two of them clean off their feet she's down the hall and heading past the rec-room before anyone can even get a shot off. Aella takes the initiative, taps two of the Marines near her and leads them down the hallway after her.
The three Marines who've already prepared explosive rounds for an assault on the bay dash forward under Admiral Drake's direction and unload on the centurions moving into the airlock. They both drop, proving the effectiveness of that particular weapon against them and the Marines then fall back to cover with the rest of us. While we wait for the other centurions in the bay to rush down the hall to attack us we spy the two security cameras in the bay wink out as cylons spot them and open fire.
Aella and the two Marines following her pursue Karen all the way down the hall, around the adjoining hall and into the storage area without ever getting a shot at her. They're somewhat amazed as the whole area has already depressurized and Karen is more or less running full tilt through a vacuum. Finally they catch up with her exiting storage room #3, carrying some bulky contraption. Though she seems to have picked up a oxygen mask of some sort along the way her eyes and ears are streaming blood and she looks ready to drop at any moment. Gesturing for her to drop the object and surrender Aella finds Karen is beyond reason and is simply screaming something hysterically (unheard in the vacuum) over and over.
Aella decides she really doesn't like the look of that thing Karen is carrying and drops a couple of Plot Points on a called shot to her arm. She makes the shot but Karen manages to hold on anyway and turns to dash off further down the hall, all the more hysterical. Still wanting to take her alive Aella orders the two men with her to open fire, aiming low. They drop her easily, literally shooting her legs out from under her. In moments they've rendered her unconscious and taken the device away from her.
Back at the security station Sun manages to point out to the two Marines guarding her that there are warning light blinking on the security console. When they realize that sections of the complex on the far side of the docks are depressurizing they inform Admiral Drake. He then orders Nike and Deke to take a couple of men around after Aella, link up with her and recon that area for cylon activity. We manage to convince Drake to allow Sun along since Karen's actions have more or less cleared her of suspicion anyway.
Down the hallway we run into Aella and her two Marines coming back with the device in hand and one badly wounded, unconscious cylon humanoid tossed over one the Marine's shoulder. Sun easily confirms Aella's suspicion that the device is an explosive of some kind. In fact, a frighteningly powerful one apparently fashioned from solid fuels and a homemade detonator. Sun politely takes custody of the device, to which no one objects as she's the most technically skilled and least likely to detonate the thing accidentally.
During the course of all this it has since occurred to Nike that his horoscope may in fact be advising him to cement his relationship with Deke and Sun, since they seem to keep popping up in his life. He resolves to convince them not to go AWOL and stay with the fleet, if the opportunity presents itself, but he's unwilling to deny his duty to the fleet if they continue with their plan. With that in mind he suggests Aella and her two men carry Karen back to the rest of the Marines while he, Deke and Sun investigate the far side of the complex (hoping to get her out of the way and leave him a chance to discuss the matter with them). Aella naturally ignores his advice and sends the two men back with the prisoner while she leads the other PC's across the complex. Sun is then both relieved and reluctant to hand the bomb back over to them to take back to the main group.
Getting across the complex unhindered is easy enough with most or all of the civilians locked up in the rec-room. Once we enter the areas that still have a breathable atmosphere we decided to stay buttoned up and not get caught off guard, despite it hampering our senses a bit. As we move across Madison's luxuriously appointed lounge we notice the air shift and suddenly begin depressurizing. We launch ourselves for the nearest cover we can find and train our weapons on the far door.
Aella takes command of our defense, giving her the option of spending Plot Points on our actions with her So Say We All asset. From our positions behind various pieces of furniture we're "covering" the doorway, waiting for centurions (or whatever) to come through. When the lock on the door "pops" and a cylon centurion pushes boldly through we open fire on the toaster.
Aella opens up with a round of autofire which nearly drops the centurion all on it's own. With the addition of Nike, Deke and Sun's pistol fire it's reduced to scrap near instantly and falls twitching just inside the doorway. Sun, however, botches her first shot and takes out the fire extinguisher near the doorway, resulting in a thick cloud of vapor obscuring the area.
Still covering the doorway we wait to see if anything else is coming through. A split second later another centurion bounds through, casting about for targets and we find the cloud from the exploded fire extinguisher hampering our aim just a bit.
Again we cut loose with pistol fire, Nike and Deke firing three shots each and Sun firing two. No one botches this time and Aella's burst of autofire drops this toaster as well before he can lock on to one of us. Before he even completely drops, though, a third centurion comes from behind to knock him out of the way and lays down an autofire spray along the area Sun and Aella occupy.
Both of them dodge and barely (by 1 point each!) avoid being hit.
Aella again opens up with a round of autofire, emptying the last of her clip on the centurion.
Nike, Deke and Sun likewise toss every shot they can and we drop our third toaster.
[Nike gets 1 Plot Point for his Superstitious complication; Aella gets 1 Plot Point for good leadership skills]
Waiting a bit to see if anything else is coming through we don't spy any more movement and eventually Deke creeps forward to peek outside. Seeing nothing he waves the rest of us forward and we all take a moment to reload out in the hall. From there we continue forward through the vacuum until we've nearly reached the open airlock across the docking bay from the security station where the Marines, we hope, are still hunkered down.
Before we reach it we are surprised to find the area seems to be re-pressurizing and the air does seem visually to thicken a bit. Taking a moment to check our suit external gauges we confirm that the complex seems to have been sealed up again and air is being pumped back in. We still don't want to take chances with removing our helmets and continue to suffer the small penalty from wearing them.
Once we've reached the airlock we can see beyond that Marines and centurions have clearly had a rather fierce battle there in our absence. Spying Marines at the airlock across the bay and no sign of cylons we move inside and wave them down. They wave back in turn and it's clear that they're not waving to us but rather waving us back in warning. Taking a second look around we spy the cylon humanoid Karen, once again bearing the explosive we took from her earlier, standing before two cylon centurions and an unidentified human(?) near the cylon ship. Looking near dead from her earlier exposure to vacuum and somehow miraculously on her feet despite being shot in the legs several times there's a macabre air around the scene.
Nike's spidey senses start tingling when the GM has him roll for his Sixth Sense asset. I drop a Plot Point on it after the fact to get the Hard 11 I'm aiming for and Nike suddenly just knows the Karen is about the detonate that bomb, taking the cylons out with her. He immediately slams the airlock shut just a moment before the bomb goes off, rocking the entire complex.
Once things have wound down a bit and we regroup with the Admiral and his two remaining Marines we soon find that the complex just doesn't have the environmental reserves to handle all these depressurizations, re-pressurizations and multiple breaches. There's just no way we can get most of the areas in the complex habitable again. As luck would have it we can get the civilians from the rec-room where they're still hunkering down and up to the security station but getting them onboard one of the ships is proving to be a real obstacle after the bay has suffered so much damage.
A quick EVA inspection of the Griffon and the Kapanea show they've suffered only minor damage but both the Vipers and Madison's small yacht were practically destroyed. The cylon ship that brought the centurions in the first place is sticking halfway through the bay doors presenting yet another obstacle to our escape.
Eventually Deke manages to figure out a way to jury-rig the Kapanea's plastic emergency evacuation sheath and stretch it to the security airlock. After nearly four hours of hard work he and Sun have it sealed and we start moving the civilians over to the Kapanea. A little creative piloting by Nike has the Griffon docked similarly to the Kapanea's opposite airlock and we're able to squeeze them all into both ships.
Finally we have only to wait a bit for the two Marines and handful of civilians who've been hard at work disconnecting the docking bay doors completely from their frame. Eventually they're able to complete their task and we have only to nudge the mass of tangled metal and dead cylon ship out of the way. The Griffon and the Kapanea finally fly free of the asteroid and we've nothing to show for all our trouble but yet another ship full of irate civilians.
When Admiral Drake at last assures himself that we're out of immediate danger he gets on Griffon's radio (having decided to come along with us since we've the only working radio) to contact Pegasus. He gets no response. After several attempts he finally gives up, reasoning that he's only giving any cylons in the area something to triangulate anyway with further attempts. We cycle up our FTL's and jump back to the fleet so Admiral Drake can express his displeasure in person.
Once we arrive we find the beleaguered, stripped down, ragtag fleet of civilian ships right where we left...but Pegasus is nowhere in sight.
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