- Podima
- Nov 4, 2009
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by Fluffdaddy
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REFERENCE
CHARACTERS
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MILITARY LEADERS
William Adama (LEA/3, TAC/2) Setup: Admiral's Quarters
Inspirational Leader -- When you draw a Crisis Card, all 1 strength Skill Cards count positive for the skill check.
Command Authority -- Once per game, after resolving a skill check, instead of discarding the used Skill Cards, draw them into your hand.
Emotionally Attached -- You may not activate the Admiral's Quarters locations.
Saul Tigh (TAC/3, LEA/2) Setup: Command
Cylon Hatred* -- When a player activates the Admiral's Quarters or Airlock, you may choose to reduce the difficulty by 3.
Declare Martial Law -- Action: Once per game, give the President title to the Admiral.
Alcoholic -- At the start of any player's turn, if you have exactly 1 Skill Card in you hand, you must discard it.
*Note: Added Airlock for a small thematic boost.
Karl "Helo" Agathon (LEA/2, TAC/2, PIL/1) Setup: N/A
ECO Officer -- During your turn, you may re-roll a die that was just rolled (once per turn). You must use the new result.
Moral Compass -- Once per game, after a player makes a choice on a Crisis Card, you may change it.
Stranded -- Your character is not placed on the board at the start of the game. While not on the game board, you may not move, be moved, or take actions. At the start of your 2nd turn, place your character on the Hangar Deck location.
Helena Cain (LEA/2, TAC/2, LEA/TAC/1) Setup: Command or Pegasus CIC
Intolerant -- When an Admiral's Quarters Skill check is passed with 10 or more, you may choose to execute that character instead of sending him to the Brig.
Strip Them For Parts* -- Action: Once per game, draw 3 Civilian Ships and choose 1 to destroy. For each resource point lost, choose one of the following (choices must be different): repair two damaged locations, gain 1 Nuke Token, increase Jump Prep by 2, or take any Skill Card from a discard pile.
Bent on Revenge -- You may not activate the FTL Control or Engine Room locations.
*Note: Cain's OPG has been altered from its official version because FFG has terrible playtesters.
Felix Gaeta (TAC/2, ENG/1, POL/LEA/2) Setup: FTL Control
FTL Operator -- Any time FTL Control is activated, you may re-roll the die. You must use the new result.
Coup -- Action: Once per game, you may take the Admiral title. If you are in the Brig when you take this action, move immediately to Command before taking the title.
Misguided -- You may NOT play more than 3 cards into any skill check.
Louis Hoshi (LEA/2, TAC/2, ENG/1) Setup: Communications
Dutiful -- Once during your turn, if you activate Command, Communications, or Weapons Control, you may discard 1 Skill Card to immediately activate that location again.
Organized -- Action: Once per game, if you are not in the Brig, activate any 3 undamaged locations regardless of where you are. You can not activate the same location more than once nor any Cylon locations.
Reluctant -- You must discard 1 Skill Card to use a Skill Card action.
Kendra Shaw* (LEA/1 TAC/3 LEA/ENG/1) Setup: FTL Control or Pegasus CIC
Battle Repairs -- Action: Once per turn, use the Action listed on any damaged location (unless you are in the Brig). You must be on the same ship as that location.
Complete the Mission -- Once per game, when a Crisis Card is played, skip the Cylon Ship activation and Jump Prep steps. Instead, resolve a Cylon Ship activation of your choice. You may then advance the Jump Track by 1.
Razor -- You may not activate Communications and Communications may not be activated on your turn.
*Note: Custom unofficial character. Static nerfed a bit.
POLITICAL LEADERS
Laura Roslin (POL/3, LEA/2) Setup: President's Office
Religious Visions -- When you draw Crisis Cards, draw 2 and choose 1 to resolve. Place the other on the bottom of the deck.
Skilled Politician -- Action: Once per game, draw 4 Quorum Cards. Choose 1 to resolve and place the rest on the bottom of the deck. You do not need to be President to use this ability.
Terminal Illness* -- When the fleet jumps, discard 3 Skill Cards. If you cannot, discard your hand and move to Sickbay.
*Note: Now with new and improved drawback that is not nearly as annoying!
Gaius Baltar (POL/2, LEA/1, ENG/1) Setup: Research Lab
Delusional Intuition -- After you draw a Crisis Card, draw 1 Skill Card of your choice (it may be from outside your skill set).
Cylon Detector -- Action: Once per game, you may look at all Loyalty Cards belonging to another player.
Coward -- You start the game with 2 Loyalty Cards instead of 1.
Tom Zarek* (POL/2, LEA/2, TAC/1) Setup: Weapons Control
Necessary Steps -- Each time a player draws a Mutiny Card, you instead look at the top 2 cards of the Mutiny deck, give 1 to that player, and place the other on the bottom of the deck.
Unconventional Tactics -– Action: Once per game, lose 1 Population to gain 1 of any other resource type.
Disreputable -- You start the game with 1 Mutiny Card.
*Note: Using Daybreak Zarek in place of the original Zarek, except for his OPG because it's garbage. Please do not pick this character unless you can check in VERY frequently.
Ellen Tigh (POL/2, LEA/2, TRE/1) Setup: Admiral's Quarters
Politically Adroit -- When you end your Movement step in the same location as another human player, you may give that player 1 Skill Card from your hand to draw 2 Skill Cards.
Manipulative -- Once per game, you may take the Admiral or President title at the start of your turn. Return that title to its previous owner at the end of your turn.
Nothing But Trouble -- Your skill set includes Treachery Cards.
Tory Foster (POL/3, LEA/1, TAC/1) Setup: Press Room
Adaptable* -- After any player uses the action on a Quorum Card, you may play a Consolidate Power Skill Card from your hand.
Influential* -- Action: Once per game, you may examine the top 5 cards of the Quorum Deck (even if you are not currently the President). Then return them to the top or bottom of the deck in any order you choose.
Amoral* -- When you choose the second option on any Crisis Cards, you must discard 2 Skill Cards.
*Note: Official Tory is a hot mess. Adaptable is now limited by cards in hand. Influential has been altered to be more generally useful. Amoral altered so it actually matters.
Romo Lampkin* (POL/2 LEA/2 POL/TAC/1) Setup: Hangar Deck
Pickpocket* -- If you start or end your movement step in a location with another player, you may draw 1 Skill Card from within that player's Skillset.
Legal Defense* -- Action: Once per game, you may choose a player in the Brig and move them to any Galactica location. That player may then immediately take 1 Action.
Devil's Advocate* -- Anytime a player is sent to the Brig, you must discard 2 Skill Cards.
*Note: Official Romo sucks. Using unofficial version instead.
Billy Keikeya* (POL/2 LEA/2 POL/LEA/1) Setup: President's Office
Presidential Aide -- Once per action, when the President draws a Quorum Card, you may look at the top card of the Quorum Deck and then place it on the top or bottom of the deck.
Self Sacrifice -- Once per game, after the Skill Cards in a Crisis skill check have been totalled, you may discard your hand. Add or subtract the total of the discarded cards to the total strength of the skill check.
Advisory Role -- During your Receive Skill Cards step, you draw 1 less Skill Card for each Title Card you possess.
*Note: Custom unofficial character, static nerfed slightly. Please do not pick this character unless you can check in VERY frequently.
PILOTS
Lee "Apollo" Adama (PIL/2, LEA/POL/2, TAC/1) Setup: Launch and Pilot Viper
Alert Viper Pilot* -- When a Viper is placed in a space area from the Reserves, you may choose to pilot it and take 1 Action. You may only do this when you are on a Galactica location, excluding Sickbay or the Brig, and you may not play an Executive Order or State of Emergency with this Action.
CAG -- Action: Once per game, you may activate up to 6 unmanned Vipers.
Headstrong -- When you are forced to discard Skill Cards, you must discard randomly.
*Note: Nerfed the most broken ability in the base game EVEN MORE!
Kara "Starbuck" Thrace (TAC/2, PIL/2, LEA/ENG/1) Setup: Hangar Deck
Expert Pilot -- When you start your turn piloting a Viper, you may take 2 Actions during your Action Step (instead of 1).
Secret Destiny -- Once per game, immediately after a Crisis Card is revealed, discard it and draw a new one.
Insubordinate -- When a player chooses you with the Admiral's Quarters location, reduce the difficulty by 3.
Sharon "Boomer" Valerii (TAC/2, PIL/2, ENG/1) Setup: Armory
Recon -- At the end of your turn, you may look at the top of the Crisis Deck and place it on the top or bottom.
Mysterious Intuition -- Once per game, before resolving a Skill Check on a Crisis Card, choose the result (Pass or Fail) instead of resolving it normally.
Sleeper Agent* -- During the Sleeper Agent Phase, you are dealt 2 Loyalty Cards (instead of 1).
*Note: Boomer is the worst. Removed the Brig part of her drawback.
Louanne "Kat" Katraine (LEA/1, TAC/2, PIL/2) Setup: Hangar Deck
Hotshot* -- When you would roll a die during your Action step, you may instead discard a Skill Card. Use the card's strength +3 instead of the die roll.
Sacrifice -- Action: Once per game while piloting a viper, send yourself to Sickbay to destroy 6 Raiders, 2 Heavy Raiders, 1 Basestar, or 1 Civilian Ship in your space area.
Stim Junkie -- At the end of your Action step, if you are in the same location or space area that you were in at the start of your turn, you are moved to Sickbay.
*Note: Kat's original static is garbage, and has been modified to be slightly less awful.
Samuel T. Anders (LEA/2, TAC/2, TAC/PIL/1) Setup: Armory
Star Player* -- Movement or Action: Discard any number of Skill Cards, ignoring any negative effects from doing so. Then draw that number of Skill Cards from any one type within your skill set.
Longshot* -- Once per game, you may choose the result of a die roll instead of rolling it. This result cannot be modified or re-rolled.
Starts on the Bench -- Skip the Receive Skills Step of your first turn.
*Note: Star Player and Longshot modified to be more generally useful because Anders is the second worst.
Brendan "Hot Dog" Costanza* (LEA/1, TAC/1, PIL/2, ENG/1) Setup: Hangar Deck
Wingman* -- When you move into in a space area with unmanned Vipers, you may activate each of them.
Draw Fire* -- Action: Once per game, while piloting a Viper, move to any space area. Then for each Raider and Heavy Raider on the board, you may choose to move it to your location.
Green* -- If the fleet jumps while you are piloting a Viper, you must discard 2 Piloting Cards or move to Sickbay.
*Note: Official Hotdog is weird. Using unofficial version instead.
Margaret "Racetrack" Edmunson* (TAC/2, PIL/2, TAC/ENG/1) Setup: Weapons Control
Raptor Courier -- After you end your Movement step, you may move any human player at a different location to your location (unless you or they are in the Brig) and then draw 1 Skill Card from their skill set.
Lead Scout -- Once per game, when the Admiral would draw two Destination Cards and choose one, you may either draw one additional Destination Card and give it to the Admiral, or you may draw the two Destination Cards and choose one instead of the Admiral.
High Risk Assignments -- Any time a Raptor is destroyed (except to gain an Assault Raptor), move to Sickbay (unless you are in the Brig).
*Note: Custom unofficial character.
SUPPORT CREW
"Chief" Galen Tyrol (ENG/2, LEA/2, POL/1) Setup: Hangar Deck
Maintenance Engineer -- During your turn, after you use a Repair Skill Card, you may take another action (once per turn).
Blind Devotion -- Once per game, after cards have been added to a Skill Check (but before revealing them), you may choose a skill type. All cards of the chosen type are considered strength 0.
Reckless -- You hand limit is 8 (instead of 10).
Anastasia "Dee" Dualla (LEA/1, TAC/3, ENG/1) Setup: Communications
Efficient -- When you activate the Communications location, you may look at every Civilian Ship on the game board and may move any number of them.
Fast Learner -- Once per game, before making a Skill check, look at the top 3 cards of any Skill deck (even outside your Skill set), and add all of them either to the Skill check or your hand.
Emotionally Fragile -- When morale is reduced to 2 or less, you are executed. If you are human, do not lose 1 morale.
Callandra "Cally" Tyrol (POL/1, LEA/1, TAC/1, ENG/2) Setup: Hangar Deck
Quick Fix -- On your turn, once all Skill Cards played into a skill check have been revealed, you may choose 1 card to discard before resolving skill check abilities and totalling the strength.
Scrounger* -- Movement or Action: Once per game, choose 3 Skill Cards from any discard pile(s) and draw them into your hand.
Impulsive -- You can NOT contribute only 1 Skill Card into a skill check. You must either contribute no Skill Cards or contribute 2 or more Skill Cards (disregard this while in the Brig).
*Note: Frak Cally.
Sherman "Doc" Cottle* (POL/LEA/2, LEA/1, ENG/2) Setup: Research Lab
Checkup* -- Movement: Choose a human player to discard 2 Skill Cards (or all cards if they have less than 2). Then draw 2 Skill Cards from any skill set and give them to the chosen player.
Surgery* -- Action: Once per game, choose another player in your location. You may have that player draw Skill Cards up to their hand limit or discard all Skill Cards.
Chain Smoker* -- Once per turn, when another player discards 3 or more Skill Cards, you must discard 2 Skill Cards.
*Note: Official Cottle sucks. Using the unofficial version instead.
Diana "Hardball" Seelix* (TAC/2, ENG/2, TAC/PIL/1) Setup: Armory
Avionics Specialist -- After a Viper or Raider attack is rolled, you may discard an Engineering Card to add or subtract the card's strength from the result.
Knuckle Dragger -- Action: Once per game, choose any two different options from the following: repair any location, repair 4 Vipers, activate 4 Vipers, damage your current location, or destroy any 1 Viper.
The Circle -- You must play at least 2 Skill Cards (or all Skill Cards if you have less than 2) into any Admiral Quarters or Airlock Skill Check (unless you are in the Brig).
*Note: Custom unofficial character.
LOCATIONS
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GALACTICA
Note: A character moving to Galactica from another ship or piloted Viper must discard 1 Skill Card.
FTL Control
Action: Jump the fleet if the Jump Preparation track is not in the red zone. Roll a die. If the result is 6 or lower, lose the number of Population indicated on current Jump Preparation Track position.
Weapons Control
Action: Attack 1 Cylon Ship with Galactica. Roll 3-8 to hit a Raider, 7-8 to hit a Heavy Raider, and 5-8 to hit a Basestar.
Command
Action: Activate up to 2 unmanned Vipers.
An activation can be used to a) launch a Viper into ECHO or FOXTROT, b) move an unmanned Viper to an adjacent space area, c) attack with an unmanned Viper.
Communications
Action: Look at the back of 2 Civilian Ships. You may then move them to adjacent space area(s).
Admiral’s Quarters
Action: Choose a character; then pass a LEA/TAC skill check of 7 to send him to the Brig.
Research Lab
Action: Draw 1 ENG OR 1 TAC Skill Card.
Hangar Deck
Action: Launch yourself in a Viper. You may then take 1 more action.
Armory
Action: Attack a centurion on the Boarding Party Track (destroyed on roll of 7-8).
Sickbay - Hazardous Location
You may only draw 1 Skill Card during your Receive Skills step. A character can NOT voluntarily move here.
Brig - Hazardous Location
You may not move, draw Crisis Cards, or add more than 1 Skill Card into skill checks. A character can NOT voluntarily move here.
Action: Pass a POL/TAC Skill Check of 7 to move to any location on Galactica.
COLONIAL ONE
Note: A character moving to Colonial One from another ship or piloted Viper must discard 1 Skill Card.
Quorum Chamber
Action: If you are President, draw 1 Quorum Card. You may then draw 1 additional Quorum Card or play 1 from your hand.
Press Room
Action: Choose another player to draw 1 Mutiny Card (he does not move to the Brig). Then that player keeps 1 Mutiny Card and discards the rest. You may then discard a Mutiny Card.
President’s Office
Action: Draw 2 Politics Skill Cards.
Administration
Action: Draw 1 Mutiny Card. If the President has any Mutiny Cards, choose a player to gain the President Title. If the "Accept Prophecy" Quorum Card is in play, the President may discard it to keep the title.
PEGASUS
Note: A character moving to Pegasus from another ship or a piloted Viper must discard 1 Skill Card.
Pegasus CIC
Action: Choose a basestar and roll a die: 1-3 Damage Pegasus, 4-6 Damage Basestar, 7-8 Damage Basestar twice
Airlock
Action: Choose a character and pass a POL/TAC/TRE Skill Check of 12 to execute that character. Reduce the difficulty by 4 if the character is in the "Brig".
Main Batteries
Action: Choose a space area and roll a die. 1: Destroy 1 Civilian Ship 2-3: Damage 1 Viper 4-6: Destroy 2 Raiders 7-8: Destroy 4 Raiders
Engine Room
Action: Discard 2 Skill Cards to treat the next Crisis Card drawn this turn as if it had a Jump Prep icon.
CYLON LOCATIONS
Note: These locations may only be used by a revealed Cylon player.
Caprica
Action: Play 1 of your Super Crisis Cards OR draw 2 Crisis Cards, choose 1 to resolve, and place the other on the bottom of the deck. Cylon Ship Activation on the Crisis Card is skipped, but Jump Prep is not.
Cylon Fleet
Action: Activate all Cylon Ships of one type OR launch 2 Raiders and 1 Heavy Raider from each Basestar.
*Human Fleet
Action: Look at the top card of the Crisis or Destination Deck and place it at the top or bottom of that deck. Then draw 2 Skill Cards of different types (may come from outside of your skill set).
If you choose the Crisis Deck, decrease DEFCON by 1. This DEFCON decrease may not trigger a Cylon Attack.
Resurrection Ship - Hazardous Location
You only draw 1 Skill Card during your Receive Skill Cards step. You may NOT voluntarily move to this location.
Action: Draw 1 Super Crisis Card.
HOLIDAY BASESTAR
Note: These locations are available to any player regardless of infiltration status. Regardless of allegiance, a character moving to or from the Rebel Basestar must discard 1 Skill Card. It's a Christmas miracle!
Hybrid Tank
Action: Discard a Miracle Token or Super Crisis Card to look at the top 5 cards of the Crisis Deck. Then place them on the top of the deck in the order of your choosing.
Datastream
Action: Discard a Miracle Token or Super Crisis Card to search 1 Skill Card Deck and its discard pile for any 3 Skill Cards. Then add those cards to your hand and shuffle the discard pile into the deck.
Raider Bay
Action: Discard a Miracle Token or Super Crisis Card to choose a space area. Place either 2 Raiders or 4 unmanned Vipers (damaged or from reserves) in this area and immediately activate them.
Podima fucked around with this message at 06:24 on Dec 22, 2015
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