- iceyman
- Jul 11, 2001
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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 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.
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 (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* -- After a player draws a Mutiny Card, you may look at the top 2 cards of the Mutiny Deck and place them on the top or bottom of the deck in any order.
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.
*Note: Using Daybreak Zarek in place of the original Zarek. Modified Necessary Steps slightly to be easier for game management.
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 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.
Billy Keikeya* (POL/2 LEA/2 POL/LEA/1) Setup: President's Office
Presidential Aide -- 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.
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 Sickbay or 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.
*Note: Nerfed slightly the most broken ability in the base game.
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 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.
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.
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 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.
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.
iceyman fucked around with this message at 07:09 on May 31, 2015
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