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iceyman
Jul 11, 2001

"Sometimes you have to do things you hate, so you can survive to fight another day."


Welcome to Battlestar Galactica: The Board Game: Online!

This will be a 7 player Pegasus, Daybreak, tiny bits of Exodus, and DEFCON Variant game to Earth!

Rules, FAQ, and Errata can be found here.
General BSG discussion thread is here.

    REQUIREMENTS:
  • You must have PMs enabled to play.
  • You are expected to check in at least once per day.

    THE ACTION QUEUE/24 HOUR RULE:
  • At the bottom of every mod post, there is an Action Queue that announces what we are waiting for to continue the game.
  • If you are at the top of the Action Queue, you have 24 hours to post or PM me to complete it. Once the 24 hours pass, the top of the Action Queue will be auto-resolved.
  • The time requirements will be relaxed on weekends and holidays.
  • If we have to repeatedly auto-resolve your choices, you will be replaced.
  • You may pre-load actions ahead of time (ex. ## If my Viper is attacked, play PIL-3 (Evasive Maneuvers)). This MUST be done via PM. Please be as specific as possible.

    ANNOUNCING PLAYS/ACTIONS:
  • All game actions must be prefaced with two #s, and bolded (ex. ##Move to Communications). Please be specific and brief.
  • If you're playing a card, make sure to list the skill type, number and card name (ex. ##use LEA-1 (XO) on Helo).
  • All face-down cards, including Quorum Cards and Skill Cards will be delivered to the players via PM. Your cards will be auto-drawn for you at the beginning of your turn. Any player that has a choice in what to draw will need to announce what skill set they are drawing (ex. ##draw 1 Politics 1 Engineering.).
  • Pre-loading is a big part of keeping a forum game running smoothly. Players are encouraged to pre-load whenever possible, especially in cases of pre-skill check cards.

    SKILL CHECKS:
  • Players must announce the number of cards they are playing in the thread, then PM me the specific cards they are playing. Skill checks will be resolved after all players have announced the number of cards in the thread and PM'ed their contribution, OR 24 hours have passed.
  • Skill checks will have 24 hour time limit. After 24 hours, the check will be resolved. This is not absolute but will be enforced at my discretion.
  • Turn order will NOT be enforced on Skill Checks. Turn order will be enforced upon request in the following circumstances: playing an Investigative Committee Card, activating the Admiral Quarters/Airlock, or any Skill Check that could end the game.
  • Face-up cards that effect skill checks (Investigative Committee, At Any Cost, etc.) should be played as soon as possible after the check is announced (or should be pre-loaded to me before the check happens). If one of these cards is played after other players have announced their contributions, they may change their contribution.

    SECRECY
  • Players MUST read and abide by the Secrecy Clarifications in the official FAQ.
  • DON'T EDIT YOUR POSTS!
  • Players may ONLY use the words, "low" or "high" to describe their contributions to skill checks. That’s it. You can use "medium", but only when contributing multiple cards and only to describe the entire contribution.
  • No communication outside of this thread between players is allowed.
  • Players may not quote anything from PMs. This includes cards and messages from the mod.
  • Do NOT post pre-loads in the thread. These MUST be done via PM.

    CYLON SHIP ACTIVATIONS
  • Cylon ship activations are done automatically.
  • Ships are activated starting in Sector Alpha and proceed clockwise around Galactica.

    DEFCON VARIANT
  • Cylons Attack Cards are removed from the Crisis Deck and are placed in their own separate deck. This deck cannot be scout'ed, examined, or otherwise affected by cards and abilities.
  • The DEFCON Level is a number that can range between 1 (bad) and 10 (good). It starts the game at 7.
  • When the Jump Prep Track is in the red and a Crisis Card would be drawn, either during the Crisis Step or by activating the Caprica location, roll a d8. This roll cannot be modified, re-rolled, or otherwise affected by cards or abilities.
    • On a roll greater than or equal to the current DEFCON Level, the top two CACs are drawn, either by the CAG during a human player's turn or by the cylon player activating Caprica, and they choose one to resolve. The other is buried. The DEFCON Level is then reset to 10.
    • On a roll lower than the DEFCON Level, a regular Crisis Card is drawn and the DEFCON Level is reduced by 1.
  • When the Jump Prep Track is in the blue and a Crisis Card is drawn (i.e. Crisis Step or Caprica), reduce the DEFCON Level by 1.
  • The CAG Title is in play. The CAG chooses the CAC to play during a human player's turn. He also chooses which type of Viper to deploy according to any CAC setup.
  • Civilian Ships are not removed after the fleet jumps. They must be escorted off the board.
  • When the fleet jumps, any Cylon Raiders and Heavy Raiders are transferred to corresponding sectors on the Cylon Fleet Board instead of being removed. Then the CAG may as a free action escort 1 Civilian Ship in a sector also containing a Viper. Basestars and Vipers are then removed as per normal rules.
  • When a CAC is resolved, Cylon ships are taken from the Cylon Fleet Board first. Afterwards, half (rounded up) of the remaining ships of each type in each sector jump back to their corresponding sectors on the main board, and the other half (rounded down) are returned to the supply.
  • Nukes use the Exodus CFB rules (target a space area rather than a Basestar).
  • Viper MarkkVIIs are available to be repaired.
  • Raiders have a component limit of 20 (instead of 16).

    HOUSE RULES
  • Trying out this popular DEFCON variant. See above.
  • Various tweaks and changes to the most problematic characters such as Cain, Cally, and Tory. All changes should be marked with an asterisks * below.
  • Some custom unofficial characters added: Kendra, Billy, Racetrack, and Seelix.

To sign up, just post ##Thanks Adama! Sign-ups will be open for 48-ish hours.

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iceyman
Jul 11, 2001

REFERENCE

CHARACTERS

quote:

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 location.

Saul Tigh (TAC/3, LEA/2) Setup: Command
Cylon Hatred -- When a player activates the Admiral's Quarters, 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.

Karl "Helo" Agathon [Original] (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.

Tom Zarek [Daybreak] (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.
Abuse Power -– Action: Once per game, draw 4 Mutiny Cards. Choose 1 of them to play and place the other 3 Mutiny Cards on the bottom of the deck. Ignore your Necessary Steps ability and do not move to the Brig.
Disreputable -- You start the game with 1 Mutiny Card.

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 do not need to be at that location.
Complete the Mission -- Once per game, when a Damage Token would be drawn at random, you may either choose the exact token of the same ship type to resolve, or draw at random and resolve a token of a different ship type.
Razor -- You may not activate Communications and Communications may not be activated on your turn.
*Note: Custom unofficial character.

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 -- In order to activate a location, you must first discard 2 Skill Cards.

Gaius Baltar [Original] (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 [Original] (POL/2, LEA/2, TAC/1) Setup: Administration
Friends in Low Places -- When a player activates the Administration or Brig location, you may choose to reduce or increase the difficulty by 2.
Unconventional Tactics -- Action: Once per game, lose 1 Population to gain 1 of any other resource type.
Convicted Criminal -- You may not activate locations occupied by other characters (except the Brig).

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. Added limit of once per turn to Adaptable. Influential has been altered to be more generally useful. Amoral altered so its actually matters.

Romo Lampkin (POL/3, TAC/2) Setup: Administration
Deceitful -- When a Crisis Card requires you to discard Skill Cards, reduce the number of cards you discard by 1 (once per Crisis Card).
Attorney -- Action: Once per game, move a character in the Brig to any non-hazardous location on Galactica. If that character belongs to another player, take all of that player's Skill Cards.
Kleptomania -- If you end your Movement step in a location with another player, you must discard 2 Skill Cards. If you cannot, you are sent to the Brig at the end of your turn.

Lee Adama [Daybreak] (TAC/1, PIL/2, POL/LEA/2) Setup: Admiral's Quarters
Forward Thinker -- After you use an Executive Order Skill Card and the chosen player has finished moving and taking actions, you may activate your current location.
Choose a Different Path -- Once per game, when you must make a choice on a Crisis Card, you may instead choose the result to be "The current player discards 5 Skill Cards."
Moral Dilemma -- Whenever you draw a Mutiny Cards, you must discard 2 Skill Cards.

Billy Keikeya* (POL/2 LEA/2 POL/LEA/1) Setup: President's Office
Presidential Aide -- Once per turn, if 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 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.

PILOTS

Lee "Apollo" Adama [Original] (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 the Brig.
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.

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) and then moved to the Brig.

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 +2 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.

Samuel T. Anders (LEA/2, TAC/2, TAC/PIL/1) Setup: Armory
Star Player -- Action: Discard any number of Skill Cards. 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 on your turn 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.

Brendan "Hot Dog" Costanza (LEA/1, TAC/1, PIL/2, ENG/1) Setup: Hangar Deck
Memento -- Once per turn, immediately after population is reduced, you may draw the top 3 cards from the Piloting deck, discard 1 of them, and keep the other 2 cards.
Escort -- Once per game, before flipping over a Civilian Ship in a space area and destroying it, you may destroy an undamaged Viper instead. Shuffle the Civilian Ship back into the pile of unused Civilian Ships.
Forced to Eject -- Any time a Viper you are piloting is damaged, destroy it instead.

Karl "Helo" Agathon [Daybreak] (LEA/2, TAC/2, PIL/1) Setup: Admiral's Quarters
Raptor Pilot -- When you look at the top card of a deck as a result of a Launch Scout Card, look at the top 2 cards instead and, in the order of your choosing, place each card on the top or bottom of the deck.
No One Gets Left Behind -- Once per game, during the Remove Ships step of Jumping the Fleet, lose 1 Fuel to gain 2 Population.
Family Commitments -- If you are not on Galactica, draw 1 fewer Skill Card during your Receive Skills step.

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 to your location (unless you or they are in the Brig) and then draw 1 Skill Card.
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.
Discharge of a Firearm* -- Movement: Once per game, you may execute another character who is in your current location. They do not discard any Miracle Tokens. If the player is revealed to be human, you are sent to the Brig. Otherwise, you are sent to Sickbay (unless you are in the Brig).
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: Discharge of a Firearm has been toned the frak down from its official version because it was stupidly better than any Cylon reveal power.

Sherman "Doc" Cottle (POL/1, TAC/2, ENG/2) Setup: Research Lab
Treatmen -- Action: Choose a human player and draw 2 Skill Cards from their skill set. Then give them 2 Skill Cards from your hand.
Quarantine -- Action: Once per game, look at all Civilian Ships on the board. Choose 1 and draw a new Civilian Ship to replace it if possible. Shuffle the chosen ship back into the pile of unused Civilain Ships.
Specialized -- You cannot use actions printed on Engineering Cards.

Gauis Baltar [Daybreak] (POl/2, LEA/2, ENG/1) Setup: Admiral's Quarter
Cult Leader -- Action: Choose a player in the same location as you and either give them one of your Miracle Tokens or take his Miracle Token.
Broadcast -- Action: Discard 3 Miracle Tokens to raise any resource by 2. You may only have up to 3 Miracle Tokens at a time.
Spiritual Crisis -- You cannot use an action printed on a "You Are A Cylon" Loyalty Card unless you are in the Brig.

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.

CYLON LEADERS

Cavil (TAC/1, TRE/ENG/1) Setup: Cylon Fleet
Primacy -- Action: Place 1 Basestar in ALPHA, or if all Basestars are in play, you may remove 1 from the game board. You may then place 3 raiders in ALPHA and 1 Civilian Ship in DELTA.
Aggressive Tactics -- Movement: Once per game you may take 2 Actions.
Lies and Secrets -- When a player reveals a You are a Cylon Loyalty Card, you must discard all Skill Cards.

Leoben Conoy (POL/1, TRE/ENG/1) Setup: Human Fleet
Glimpse the Face of God -- Movement: Draw 2 cards from the top of the Destiny Deck, then place 2 cards from your hand on the top of the Destiny Deck.
Cryptic Message -- Action: Once per game, exchange your hand of Skill Cards with another player's hand of Skill Cards.
Clouded -- You may not voluntarily move to a location that contains another character.

"Caprica" Six (LEA/1, TRE/ENG/1) Setup: Caprica
Intimate -- Movement: Draw 1 Skill Card at random from a player's hand. Then that player draws 1 Skill Card of your choice (it may be outside their skill set).
Human Delusion -- Once per game, after all Skill Cards played into a Skill check have been revealed, you may play any number of Skill Cards from your hand into the check.
Conflicted Loyalties -- You must discard 1 Skill Card to activate the Cylon Fleet.

Sharon "Athena" Agathon (PIL/1 LEA/ENG/1) Setup: Hangar Deck (Infiltrating)
For Love -- Once per turn, when another player must discard 1 or more Skill Cards (except when discarding down due to hand limits), you may draw 1 Treachery Card to reduce the number of cards they discard by 1.
Resolute –- Action: Once per game, activate any undamaged location.
Grieving -- When you are in a Hazardous Location, you cannot draw Skill Cards during your Receive Skills or Draw Skills step.

D'Anna Biers (POL/LEA/1, ENG/TRE/1) Setup: Human Fleet
Visions* -- Action: Examine the Destiny Deck, but do not shuffle or alter its contents. Then, if you are Infiltrating, end your Infiltration and move to the Resurrection Ship. Otherwise, Infiltrate Galactica.
Don't Trust Anyone –- Action: Once per game, draw 2 Super Crisis Cards.
Heretic* -- If you are on the Resurrection Ship (but not the Hub Destroyed), you must discard a Super Crisis Card or discard down to 1 Skill Card to move to a different location.
*Note: Visions was rather worthless. Heretic was pretty crippling. Changed both to be more useful and less harsh.

Aaron Doral (TRE/1, POL/TAC/1) Setup: Caprica
Industrious -- While Infiltrating, draw 2 extra Skill Cards on your turn instead of 1. Disregard this ability while you are in Sickbay.
Meticulous -- Once per game, when you use an action to end your Infiltration, you may move to any Cylon location and take another action instead of moving to the Resurrection Ship.
Vanity -- You cannot contribute to skill checks during another player's Action step.

Simon O'Neill (ENG/1, TAC/TRE/1) Setup: Cylon Fleet
Calculating -- You may contribute 2 Skill Cards to skill checks, or 3 Skill Cards while you are Infiltrating. Disregard this ability while you are in the Brig.
Modifications -- Once per game, at the start of a player's Activate Cylon Ships step, either choose a Cylon ship type to activate or launch Raiders. Ignore any Activate Cylon Ships icons on the bottom of the Crisis Card.
Logic-Bound -- When you play any Skill Cards into a skill check, you must play 1 face up.

LOCATIONS

quote:

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 (3-8 to hit a Raider, 7-8 to hit a Heavy Raider, 8 to hit a Basestar), d) escort a Civilian Ship in the same space area as 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 Engineering OR 1 Tactics 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 7 skill check to move to any location.

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 of this check 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.

DEMETRIUS
Note: A character moving to Demetrius from another ship or a piloted Viper must discard 1 Skill Card.

Bridge
Action: Activate the top card of the Mission Deck. Do NOT draw a Crisis Card this turn. Limit of 1 Active Mission per Jump Cycle.

Tactical Plot
Action: Look at the top card of the Mission Deck and place it on the top or bottom of the deck.

Captain's Cabin
Action: Choose a skill type (it may be from outside your skill set). Each player (including Cylon players), draws 1 Skill Card of that type.

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). OR Infiltrate Galactica.

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.
*Note: This location is replaced by Hub Destroyed when the "Destroy the Hub" Mission Card is passed.

Hub Destroyed* -- Hazardous Location
During your Draw Skills step, you must discard all of your Super Crisis Cards and do not draw any Skill Cards.
Action: Discard 3 Skill Cards to draw 1 Super Crisis Card and then move to the Cylon Fleet.
*Note: This location replaces the Resurrection Ship when the "Destroy the Hub" Mission Card is passed.

REBEL BASESTAR
Note: These locations are only available after the "Cylon Civil War" Mission Card has been resolved. If the Rebel Basestar's allegiance is Cylon, these locations may only be used by a revealed Cylon player. If the Rebel Basestar's allegiance is Human, these locations may only be used by a human player. Regardless of allegiance, a character moving to or from the Rebel Basestar must discard 1 Skill Card.

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 in this area and immediately activate them.

iceyman fucked around with this message at 17:21 on Oct 7, 2014

iceyman
Jul 11, 2001

REFERENCE

SKILL CARDS

quote:

All Skill Check Cards are resolved after the Skill Cards are revealed but before a skill check is totalled. A Skill Check ability may NOT be resolved more than once.

Only one Reckless Card may be played per skill check. On a skill check made Reckless, after all other Skill Check abilities are resolved, turn over the top card of the Treachery Deck. If it is of strength greater than 0, discard it with no effect. Otherwise, if it is strength 0, turn over the next card of the Treachery Deck, and resolve both Skill Check abilities (even if they have already been resolved this skill check). Then discard both of these cards. Do not add them to the skill check.

Politics (Yellow)
(1-2) Consolidate Power: Action: Draw 2 Skill Cards of any type. They may come from outside your skill. (x14)
(3-5) Investigative Committee: Play before cards are added to skill check. All Skill Cards are played face up during this skill check (excluding those from the Destiny Deck). (x7)
(1-2) Support the People: Reckless: Play before cards are added to a skill check. Each human player with 4 or less Skill Cards in hand may draw 2 Skill Cards. (x2)
(3-5) Preventative Policy: Movement: Choose 1 resource type (Fuel, Food, Morale, or Population). The next loss of this resource type during this turn is reduced by 1. (x3)
( 0 ) Force Their Hand: Skill Check: If the current player is a human player, he may play 1 Skill Card face up into this check. If he does not, he must draw 1 Mutiny Card. (x2)
(3-4) Popular Influence: Action: Draw 2 Quorum Cards and choose 1 to give to the President. Then, either play or discard the other card. (x2)
( 5 ) Negotiation: Action: Place a Basestar in front of Galactica and draw a Politics Card. Do not launch or activate any Cylon ships for the rest of this turn. (x1)

Leadership (Green)
(1-2) Executive Order: Action: Choose any other player. He may take 2 actions, or move and take 1 action. Can NOT be used on a revealed Cylon. Limit 1 XO or CS per turn. (x14)
(3-5) Declare Emergency: Play after strength is totalled in a skill check to reduce its difficulty by 2. No effect on partial pass difficulty. Limit 1 per skill check. (x7)
(1-2) Major Victory: Play after YOU destroy a Basestar or Centurion on the Boarding Party Track. Roll a die. If 5 or higher, gain 1 Morale. Limit 1 per turn. (x2)
(3-5) At Any Cost: Reckless: Play before cards are added to a Skill Check. All Treachery Cards in the skill check count as positive strength. (x3)
( 0 ) All Hands On Deck: Skill Check: For each Skill Card in this check with a strength of 0, add 1 to the check's total strength. (x2)
(3-4) Restore Order: Play before cards are added to a skill check. Do not resolve Skill Check abilities while resolving this skill check. This skill check may NOT be made Reckless. (x2)
( 5 ) Change of Plans: Play this card after a skill check is passed. Instead of resolving the Pass result, each human player draws 2 Skill Cards. (x1)

Tactics (Purple)
(1-2) Launch Scout: Action: Risk 1 Raptor to roll a die. If 3 or higher, look at top card of the Crisis or Destination Deck and place it on top or bottom. Otherwise, destroy 1 Raptor. (x14)
(3-5) Strategic Planning: Play before any die roll to add 2 to the result. Limit 1 per die roll. (x7)
(1-2) Guts and Initiative: Reckless: Play before cards are added to a skill check. Do not add cards from the Destiny Deck into this skill check. (x14)
(3-5) Critical Situation: Movement: Take 1 Action. Limit 1 CS or XO per turn. (x3)
( 0 ) Quick Thinking: Skill Check: The current player may choose 1 card with a strength of 3 or less (that is not a Quick Thinking Card) to remove from this check and add to his hand. (x2)
(3-4) Unorthodox Plan: Action: Activate one of the following locations, even if it is damaged: Command, Armory, Weapons Control, or Communications. (x2)
( 5 ) A Second Chance: Play before cards are added to a skill check. If the check passes the printed difficulty by 4 or more, the current player gains 1 Miracle Token. (x1)

Piloting (Red)
(1-2) Evasive Maneuvers: Play after any Viper is attacked to re-roll the die. If the Viper is piloted, subtract 2 from the new roll. (x14)
(3-5) Maximum Firepower: Action: Play while piloting a Viper to attack up to 4 times. (x7)
(1-2) Full Throttle: Movement or Action: If piloting a Viper, you may move to any space area. You may then attack 1 Cylon Ship in your area (even if you didn't move). (x2)
(3-5) Run Interference: Play before raiders are activated. The first 4 raiders activating in your space area automatically miss (do not roll for them). (x3)
( 0 ) Dogfight: Skill Check: The current player may damage 1 Viper in a space area or in the Reserves to remove 1 other card from this skill check. (x2)
(3-4) Combat Veteran: Action: Choose 1 unmanned Viper in the Reserves or a space area and activate it up to 3 times. (x2)
( 5 ) Launch Reserves: Action: Place up to 2 unmanned Vipers from the Reserves into a space area containing a piloted Viper. Then, activate those unmanned Vipers. (x1)

Engineering (Blue)
(1-2) Repair: Action: Repair your current location, or if you are in the Hangar Deck, repair up to 2 damaged Vipers. (x14)
(3-5) Scientific Research: Play before any cards are added to a skill check. All Engineering Cards in the skill check count as positive strength. (x7)
(1-2) Jury Rigged: Reckless: Play before cards are added to a Skill Check to reduce its difficulty by 4. (x2)
(3-5) Calculations: Play after a die is rolled to add or subtract 1 from the result. Limit 1 per die roll. (x3)
( 0 ) Install Upgrades: Skill Check: If this skill check passes, the current player draws 2 Engineering Cards. If it fails, he draws 1 Engineering Card. (x2)
(3-4) Raptor Specialist: Action: Either destroy a Raptor to gain an Assault Raptor or return a destroyed Raptor to the Reserves. (x2)
( 5 ) Test the Limits: Action: If the fleet marker is on a red space on Jump Preparation Track, increase the track by 1 and roll a die. If 5 or lower, damage Galactica. (x1)

Treachery (Brown)
(0) Bait: Skill Check: Place 1 Civilian Ship in DELTA. When a player chooses to discard this card, he draws 1 Mutiny Card. (x6)
(0) Dradis Contact: Skill Check: Place 2 Raiders in ALPHA. When a player chooses to discard this card, he draws 1 Mutiny Card. (x6)
(3) Personal Vices: Skill Check: Each human player draws 1 Treachery Card. If the current player is a human player, he also draws 1 Mutiny Card. (x4)
(3) A Better Machine: Skill Check: The current player shuffles 2 Treachery Cards into the Destiny Deck. (x4)
(4) Violent Outbursts: Skill Check: The current player is sent to Sickbay. (x3)
(5) Exploit Weakness: Skill Check: The current player must choose a human player to draw 1 Mutiny Card. (x3)

TITLE CARDS

quote:

Admiral
When the fleet jumps, you draw 2 Destination Cards and choose 1.
You control the Nuke Tokens.
Action: Launch 1 Nuke at a space area (the Nuke Token is discarded).
1-2 = Damage a Basestar twice.
3-6 = Destroy a Basestar.
7 = Destroy a Basestar and 3 Raiders.
8 = Destroy every ship in the space area.

President
At the start of the game, draw 1 Quorum Card. You control the hand of Quorum cards. The Quorum hand limit is 10.
Action: Draw a Quorum Card into your hand.
Quorum cards can be played as an action and specialize in increasing resources and dealing with unrevealed Cylons.

CAG
On a human player's turn, if a Cylon Attack Card would be drawn, you draw 2. Choose 1 to resolve and place the other at the bottom of the Cylon Attack Card Deck.
When a Cylon Attack Card is resolved, you choose which Viper types to deploy.
Action: Activate 1 unmanned viper and then give the CAG Title Card to any other human player.
Action: Once per turn, if you are piloting a Viper, you may activate 1 unmanned Viper and then take another Action.

LINES OF SUCESSION

quote:

ADMIRAL
01. Helena Cain
02. William Adama
03. Saul Tigh
04. Karl "Helo" Agathon [Original]
05. Kendra Shaw
06. Felix Gaeta
07. Louis Hoshi
08. Tom Zarek [Daybreak]
09. Lee "Apollo" Adama [Original]
10. Anastasia "Dee" Dualla
11. Karl "Helo" Agathon [Daybreak]
12. Kara "Starbuck" Thrace
13. Louanne "Kat" Katraine
14. Sharon "Boomer" Valerii
15. Margaret "Racetrack" Edmunson
16. Brendan "Hot Dog" Costanza
17. Samuel T. Anders
18. Diana "Hardball" Seelix
19. "Chief" Galen Tyrol
20. Callandra "Cally" Tyrol
21. Sherman "Doc" Cottle
22. Lee Adama [Daybreak]
23. Tom Zarek [Original]
24. Ellen Tigh
25. Gaius Baltar [Daybreak]
26. Gaius Baltar [Original]
27. Romo Lampkin
28. Tory Foster
29. Laura Roslin
30. Billy Keikeya

PRESIDENT
01. Laura Roslin
02. Gaius Baltar [Original]
03. Lee Adama [Daybreak]
04. Tom Zarek [Original]
05. Romo Lampkin
06. Billy Keikeya
07. Tory Foster
08. Ellen Tigh
09. Lee "Apollo" Adama [Original]
10. Tom Zarek [Daybreak]
11. Felix Gaeta
12. William Adama
13. Karl "Helo" Agathon [Original]
14. "Chief" Galen Tyrol
15. Gaius Baltar [Daybreak]
16. Callandra "Cally" Tyrol
17. Sherman "Doc" Cottle
18. Helena Cain
19. Anastasia "Dee" Dualla
20. Louis Hoshi
21. Karl "Helo" Agathon [Daybreak]
22. Margaret "Racetrack" Edmunson
23. Sharon "Boomer" Valerii
24. Saul Tigh
25. Kendra Shaw
26. Brendan "Hot Dog" Costanza
27. Samuel T. Anders
28. Diana "Hardball" Seelix
29. Kara "Starbuck" Thrace
30. Louanne "Kat" Katraine

CAG
01. Lee "Apollo" Adama [Original]
02. Kara "Starbuck" Thrace
03. Louanne "Kat" Katraine
04. Karl "Helo" Agathon [Daybreak]
05. Sharon "Boomer" Valerii
06. Margaret "Racetrack" Edmunson
07. Brendan "Hot Dog" Costanza
08. Samuel T. Anders
09. Diana "Hardball" Seelix
10. Lee Adama [Daybreak]
11. Karl "Helo" Agathon [Original]
12. William Adama
13. Helena Cain
14. Kendra Shaw
15. Saul Tigh
16. Felix Gaeta
17. Anastasia "Dee" Dualla
18. Louis Hoshi
19. Tom Zarek [Daybreak]
20. "Chief" Galen Tyrol
21. Callandra "Cally" Tyrol
22. Sherman "Doc" Cottle
23. Tom Zarek [Original]
24. Ellen Tigh
25. Gaius Baltar [Daybreak]
26. Gaius Baltar [Original]
27. Romo Lampkin
28. Tory Foster
29. Laura Roslin
30. Billy Keikeya

"You Are A Cylon" LOYALTY CARDS

quote:

Reduce Morale -- Action: Reveal this card. If you are not in the Brig, you may reduce Morale by one.
Send to Sickbay -- Action: Reveal this card. If you are not in the Brig, you may choose a character on Galactica. That character must discard 5 Skill Cards and is moved to the Sickbay.
Send to Brig -- Action: Reveal this card. If you are not in the Brig, you may choose a character on Galactica. Move that character to the Brig.
Damage Galactica* -- Action: Reveal this card. If you are not in the Brig, you may draw up to 4 Galactica damage tokens. Choose 2 of them to resolve and discard the others.
Draw Treachery -- Action: Reveal this card. If you are not in the Brig, each human player discards 1 random Skill Card and draws 1 Treachery Card. Then you draw 2 Treachery Cards (after you discard down to 3 Skill Cards).
Place Centurion -- Action: Reveal this card. If you are not in the Brig, you may place a centurion token at the start of the Boarding Party track.
Decrease Jump Prep -- Action: Reveal this card. If you are not in the Brig, you may decrease the Jump Preparation track by 2.

*Note: Revised.

"You Are The Mutineer" LOYALTY CARD

quote:

IMMEDIATELY REVEAL THIS CARD

If you receive this card facedown, immediately reveal it and draw another Loyalty Card. Any time you receive this card, lose your titles and draw a Mutiny Card. If you reveal yourself as a Cylon, give this card faceup to a human player of your choice.

Do not move to the Brig when you gain a second Mutiny Card. If you gain a third Mutiny Card, you must move to the Brig.

WHEN YOU RESOLVE A "PREPARE FOR JUMP" ICON, YOU MUST DRAW A MUTINY CARD.

COMBAT TABLE
pre:
Target          Attacker    Roll    Result  
Raider          any         3-8     Destroyed
Heavy/Centurion any         7-8     Destroyed
Regular Viper   any         5-7     Damaged
                any         8       Destroyed
Viper MarkVII   any         6-7     Damaged
                            8       Destroyed
Assault Raptor  any         7-8     Destroyed
Galactica       Raider      8       Damaged
                Basestar    4-8     Damaged
Basestar        Viper       8       Damaged
                Galactica   5-8     Damaged
Space area      Nuke        1-2     Damage a Basestar twice
                            3-6     Destroy a Basestar
                            7       Destroy a Basestar and 3 Raiders
                            8       Destroy every ship in the space area

iceyman fucked around with this message at 06:07 on Oct 7, 2014

Max Peck
Oct 12, 2013

You know you're having a bad day when a Cylon ambush would improve it.
##Thanks Adama!

Mills
Jun 13, 2003

##Thanks Adama!

Would love to play but please don't pick me over anyone that doesn't have another game.

Rogue 7
Oct 13, 2012
Finally I catch one of these.

##Thanks, Adama!

mephology
Jan 14, 2012

##Thanks Adama! love to play if there is space.

New to goon pbf, but have played a number of f2f games and other pbf games if that makes any difference.

mp5
Jan 1, 2005

Stroke of luck!

##Thanks Adama!

Let's do this.

ZiegeDame
Aug 21, 2005

YUKIMURAAAA!
##Thanks Adama!

ZorajitZorajit
Sep 15, 2013

No static at all...
##Thanks Adama!

This would be my first forum game, but I'm familiar with the game from the tabletop.

Arkest
Apr 2, 2007
##Thanks Adama!

Unless you meant to change it, a Cylon Player moving to (but not from) the Rebel Basestar must discard a skill card.
Not likely to matter, but thought I'd mention it.

fits
Jan 1, 2008

Love Always,
The Captain
##thanks adama :argh:

McSpanky
Jan 16, 2005






##Thanks Adama! #notmyadmiral

I've never played the board game before but I lurked two of the last games here that ended recently and it looks like a blast. If anyone's going to be running a basic vanilla game soon I'd rather play that for my first time, though.

Brony Hunter
Dec 27, 2012

Motherfucking Mannis

They'll bend the knee or I'll destroy them
##Thanks Adama!

Propaganda Machine
Jan 2, 2005

Truthiness!
##Thanks Adama!

SadBag
Jun 24, 2012

Something has gone very wrong for us to get to the point where Hot Dog is the admiral.
##Thanks Adama!

SixFigureSandwich
Oct 30, 2004
Exciting Lemon
##Thanks Adama

iceyman
Jul 11, 2001

Signups died off, so closing this a bit early. Randomly chosen ones are:

1) mp5
2) Rogue 7
3) Propaganda Machine
4) Max Peck
5) fits
6) GoatLord
7) mephology

Go ahead and pick your characters. Any conflicts will be resolved by turn order. I need one person to play a CL. I'm not a huge fan of BSG's seemingly arbitrary character picking rules, so pick whoever you want. I will rearrange the turn order after all picks so its plausibly reproducible via the rules. CL will automatically be moved to 2nd place.

mp5
Jan 1, 2005

Stroke of luck!

Give me Old Man Adama

2 Lea 1 Tac if I get shuffled around and don't go first

Max Peck
Oct 12, 2013

You know you're having a bad day when a Cylon ambush would improve it.
For what it's worth, I think if I play CL I want "Caprica" Six; if I don't, I want Dee. Not bolding either choice as I'm not absolutely insisting on either, though :)

Rogue 7
Oct 13, 2012
I think I'll take Daybreak Lee Adama.

mephology
Jan 14, 2012

Since I'm last, I'd like Starbuck, Chief, or Cottle. In that order. I'll pick again if those all get picked.

Propaganda Machine
Jan 2, 2005

Truthiness!
I'll take Dee.

fits
Jan 1, 2008

Love Always,
The Captain
I don't recall ever being a cylon leader so I might try that, otherwise I'll probably be Billy

ZiegeDame
Aug 21, 2005

YUKIMURAAAA!
I'd like Daybreak Baltar

iceyman
Jul 11, 2001

Ok just need Max Peck and Fits to make up their minds. Looks like this so far.

1) mp5 (Bill Adama, MILITARY)
2) Rogue 7 (Lee Adama, POLITICAL)
3) Propaganda Machine (Dee, SUPPORT)
4) Max Peck
5) fits
6) GoatLord (Baltar, SUPPORT)
7) mephology (Stardoe, PILOT)

fits
Jan 1, 2008

Love Always,
The Captain
If Max Peck picks a Cylon Leader I'll take Billy, otherwise I'll take uhh, Doral, sure.

Max Peck
Oct 12, 2013

You know you're having a bad day when a Cylon ambush would improve it.
drat, I was hoping you were going to be decisive.

"Caprica" Six, drawing 1 LEA 1 ENG

fits
Jan 1, 2008

Love Always,
The Captain
##Billy Keikeya, 1 POL 2 LEA

Forward Thinker pres office activations + presidential aide = :allears:

Propaganda Machine
Jan 2, 2005

Truthiness!
Oh right, starting draw.

##2 TAC 1 ENG

iceyman
Jul 11, 2001

That gives us the following. Gimme your initial draws Lee, Dee, Starbuck, and Baltar.

1) mp5 (Daddy Adama, MILITARY)
2) Max Peck (Caprica, CYLON LEADER) 1 LEA 1 ENG
3) Rogue 7 (Babby Adama, POLITICAL)
4) Propaganda Machine (Dee, SUPPORT) 2 TAC 1 ENG
5) mephology (Stardoe, PILOT)
6) fits (Billy, POLITICAL) 1 POL 2 LEA
7) GoatLord (Baltar, SUPPORT)

ZiegeDame
Aug 21, 2005

YUKIMURAAAA!
## 1 POL, 1 LEA, 1 ENG

mephology
Jan 14, 2012

Starbuck

##1LEA, 2TAC

Rogue 7
Oct 13, 2012
Phone post 1 Pol 1 Lea 1 Tac.

Propaganda Machine
Jan 2, 2005

Truthiness!

Cocks Cable posted:

That gives us the following. Gimme your initial draws Lee, Dee, Starbuck, and Baltar.

1) mp5 (Daddy Adama, MILITARY)
2) Max Peck (Caprica, CYLON LEADER) 1 LEA 1 ENG
3) Rogue 7 (Babby Adama, POLITICAL)
4) Propaganda Machine (Dee, SUPPORT) 2 TAC 1 ENG
5) mephology (Stardoe, PILOT)
6) fits (Billy, POLITICAL) 1 POL 2 LEA
7) GoatLord (Baltar, SUPPORT)

Uh :v:

I hope by 'Dee' you meant 'Daddy?'

mp5
Jan 1, 2005

Stroke of luck!

Nope, first player doesn't have to pick an initial draw, I just get my whole hand.

iceyman
Jul 11, 2001

Loyalty sent out!

Action Queue
==> All Players: Confirm Loyalty

iceyman
Jul 11, 2001

It begins...

pre:
TURN 1.0

==> mp5 (Admiral Adama [5, 2N, OPG])
  * MaxPeck (Six [2, OPG])
  * Rogue7 (President Lee [3, 1QC, OPG])
  * PropagandaMachine (Dualla [3, OPG])
  * mephology (CAG Starbuck [3, OPG])
  * fits (Billy [3, OPG])
  * GoatLord (Baltar [3, OPG])

Fleet Status

Food       08/08   Regular Vipers  2 Active, 4 in Reserve, 0 Damaged, 0 Destroyed
Fuel       08/08   Viper MarkVIIs  0 Active, 0 in Reserve, 4 Damaged, 0 Destroyed
Morale     10/10   Assault Raptors 0 Active, 1 in Reserve, 0 Destroyed, 3 Not in Play
Population 12/12   Regular Raptors 4 in Reserve, 0 Destroyed

DEFCON Level 7
Distance 0/10
Jump Prep Track [X]-[ ]-[ ]-[  Risk3]-[  Risk1]-[Auto Jump]
Cylon Boarding  [0]-[0]-[0]-[0]-[Humans Lose]

Civs Remaining (12)
2 Pop            x2
1 Pop            x6
1 Pop & 1 Morale x1
1 Pop & 1 Fuel   x1
Empty            x2

Civs Destroyed (0)
*N/A*

Galactica  (0/6 Damage)
FTL Control -- 
Weapons Control -- 
Command -- 
Communications -- PropagandaMachine (Dualla)
Admiral’s Quarters -- mp5 (Adama), Rogue7 (Lee), GoatLord (Baltar)
Research Lab -- 
Hangar Deck -- mephology (Starbuck)
Armory -- 
Sickbay -- 
Brig -- 
Food Token
Fuel Token

Pegasus (0/4 Damage)
Pegasus CIC -- 
Airlock -- 
Main Batteries -- 
Engine Room -- 

Colonial One 
Quorum Chamber --
Press Room -- 
President’s Office -- fits (Billy)
Administration -- 

Demetrius
Bridge -- 
Tactical Plot --
Captain's Cabin --

Cylon Locations
Caprica -- MaxPeck (Six)
Cylon Fleet -- 
Human Fleet -- 
Resurrection Ship -- 

Off-Ship:

DRADIS

\      BRAVO   |   CHARLIE    /  
 \             |             /
  \            |            /
   \           |           /
    \          |          /
     \         |         /
      \        |        /
       \       |       / 
        \      |      / 
         \     |     / 
 Basestar \    |    / 
  Raiderx3 \   |   / 
A           \  |  /           D
L            \ | /            E
P             \|/             L
H             /|\             T
A            / | \            A
            /  |  \  
           /   |   \ 
          /    |    \ 
         /     |     \ CivA
        /      |      \ CivB
       /       |       \ 
      /  Viper | Viper  \ 
     /         |         \ 
    /          |          \ 
   /           |           \
  /            |            \
 /             |             \
/    FOXTROT   |   ECHO       \

CYLON FLEET

\       2      |      3       /  
 \             |             /
  \            |            /
   \           |           /
    \          |          /
     \         |         /
      \        |        /
       \       |       /
        \      |      /
         \     |     / 
          \    |    / 
           \   |   /  
            \  |  /   
             \ | /             
1             \|/             4
              /|\   
             / | \   
            /  |  \   
           /   |   \  
          /    |    \  
         /     |     \  
        /      |      \   
       /       |       \
      /        |        \
     /         |         \
    /          |          \
   /           |           \
  /            |            \
 /             |             \
/       6      |      5       \
Action Queue
==> All Players: Confirm Loyalty.
==> mp5 (Adama): Move/Action.

Propaganda Machine
Jan 2, 2005

Truthiness!
confirmed

Adbot
ADBOT LOVES YOU

fits
Jan 1, 2008

Love Always,
The Captain
##confirm loyalty

  • Locked thread