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The Guiding Principles and New Rules document is now in effect.
After forty years passing without a single word from the Cylons, they returned, and all but eradicated the human race. In this time of strife, they must put aside the petty differences that once separated them and focus on one thing — survival.
Humanity's only hope of a future is to find a new home; a place called Earth. The Cylons, however, are in constant and tireless pursuit. They now look, breathe and bleed exactly like humans. Cylons have infiltrated the Fleet, destroyed resources, and threaten to finish the extermination they have begun. The humans have no choice but to run, plagued by the paranoia of an indistinguishable enemy.
Are you a Cylon who will help to erase any memory of the human race? Or will your resilience and determination to survive prove to the Cylons that humanity is worth saving?
In the basic version of the game, players take the roles of prominent figures in the remainder of humanity working toward the goal of reaching Kobol, the first step on the long road toward the legendary planet Earth. However, hidden among their ranks are Cylon infiltrators, who seek to end humanity for once and for all. The Exodus expansion adds three modules to the game, including the Cylon Fleet board and CAG title, new Loyalty Cards in The Final Five and Personal Goals, and the Ionian Nebula goal, which introduces more effects through Trauma tokens that affect both the players as well as new NPCs among the fleet. The following rules apply to the new situations and rules introduced in the Pegasus and Exodus Expansions. For rules that apply solely to the base set, look to one of the older games.
Rules and Utilities
-are removed from this post so I can edit it. Sorry!
Each player's hand is comprised of Skill Cards drawn from six different types: Politics, Leadership, Tactics, Piloting, Engineering, and Treachery. There are 30 cards of each type, with Skill Check values from 0 to 6, except for Treachery, which consists of 26 cards ranging from 1 to 3. These cards may also be used outside of Skill Checks, as a regular Action, in lieu of a Movement, or in reaction to specific circumstances. Human players may not use the special text abilities on Treachery cards, while Cylon players can use the special text abilities on only Treachery cards and no others. Cylon Leaders and Sympathetic Cylons can use different cards depending on if they are Infiltrating or not. I encourage you to PM me with circumstances in which you will automatically use your cards, so as to help keep the game moving as quickly as possible. If more than one character would be using the same card at the same time, only the next in action order will make the play. See the Notes and Guidelines sections for some rules on cards of this type.
Players have a maximum hand limit of 10 Skill Cards (Exception: Galen Tyrol, whose hand limit is 8). If they exceed this limit at the end of any player's turn, they must discard down to this amount. Players may still exceed this amount during any player's turn, including the start of their own turn after drawing Skill Cards.
Politics
Consolidate Power - Action: Draw 2 Skill Cards of any type(s). They may come from outside your skill set. [8 x Strength 1, 6 x Strength 2]
Investigative Committee - Play before cards are added to a skill check. All Skill Cards are played face up during this skill check (excluding those from the Destiny Deck). [4 x Strength 3, 2 x Strength 4, 1 x Strength 5]
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. [1 x Strength 1, 1 x Strength 2]
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. [1 x Strength 3, 1 x Strength 4, 1 x Strength 5]
Red Tape - Skill Check: Discard all 5 and 6 strength cards from this skill check (before totaling strength). [3 x Strength 0]
Political Prowess - Play before making a skill check triggered by a location. Do not make the skill check; instead, it automatically passes or fails (your choice). [1 x Strength 6]
Leadership
Executive Order - Action: Choose any other player. He may move his character and then take 1 action OR not move and take 2 actions. (Movement abilities may not be used.) A limit of 1 "Executive Order" card may be used per turn. [8 x Strength 1, 6 x Strength 2]
Declare Emergency - Play after strength is totaled in a skill check to reduce its difficulty by 2. A limit of 1 "Declare Emergency" card may be used per skill check. [4 x Strength 3, 2 x Strength 4, 1 x Strength 5]
Major Victory - Play after you destroy a Basestar or a Centurion on the Boarding Party track. Roll a die. If 5 or higher, gain 1 morale. Limit of 1 "Major Victory" card used per turn. [1 x Strength 1, 1 x Strength 2]
At Any Cost - <Reckless> Play before cards are added to a Skill check. All Treachery Cards in the Skill check count as positive strength. [1 x Strength 3, 1 x Strength 4, 1 x Strength 5]
Iron Will - Skill Check: If total strength in this skill check is within 4 of the difficulty, do not trigger the fail effect. If total strength in this skill check is 0 or less, lose 1 morale. [3 x Strength 0]
State of Emergency - Action: Lose 1 food. Each player may then move or take 1 Action (starting with the player who played this card and proceeding clockwise). [1 x Strength 6]
Tactics
Launch Scout - Action: Risk 1 Raptor to roll a die. If 3 or higher, look at the top card of the Crisis or Destination Deck and place it on the top or the bottom. Otherwise, destroy 1 Raptor. [8 x Strength 1, 6 x Strength 2]
Strategic Planning - Play before any die roll to add 2 to the result. Limit of 1 "Strategic Planning" card used per die roll. [4 x Strength 3, 2 x Strength 4, 1 x Strength 5]
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. [1 x Strength 1, 1 x Strength 2]
Critical Situation - Movement: Take 1 Action. Only 1 "Critical Situation" or "Executive Order" may be used per turn. [1 x Strength 3, 1 x Strength 4, 1 x Strength 5]
Trust Instincts - Skill Check: Add the top 2 cards from the Destiny deck faceup into this skill check (before totaling strength). Resolve Skill Check Abilities on these cards. [3 x Strength 0]
Scout for Fuel - Action: Risk 1 raptor to roll 1 die. If you roll 4+, gain 1 fuel. Otherwise, destroy the raptor. [1 x Strength 6]
Piloting
Evasive Maneuvers - Play after any Viper is attacked to reroll the die. If the Viper is piloted, subtract 2 from the new roll. [8 x Strength 1, 6 x Strength 2]
Maximum Firepower - Action: Play while piloting a Viper to attack up to 4 times. [4 x Strength 3, 2 x Strength 4, 1 x Strength 5]
Full Throttle - Movement or Action: If piloting a Viper, you may move to any space area. You may then attack one Cylon ship in your area (even if you didn’t move). [1 x Strength 1, 1 x Strength 2]
Run Interference - Play before Raiders are activated. The first 4 Raiders activating in your space area automatically miss (do not roll for them). [1 x Strength 3, 1 x Strength 4, 1 x Strength 5]
Protect the Fleet - Skill Check: If at least 3 strength in piloting Skill Cards are in this skill check, the current player may activate one unmanned viper. [3 x Strength 0]
Best of the Best - Play before a piloted viper makes an attack. Instead of rolling the attack, roll a die and destroy that many raiders in the viper's space area. [1 x Strength 6]
Engineering
Repair - Action: Repair your current location, or if you are in the "Hangar Deck" location, you may repair up to 2 damaged Vipers. [8 x Strength 1, 6 x Strength 2]
Scientific Research - Play before cards are added to a skill check. All engineering cards in the skill check count as positive strength. [4 x Strength 3, 2 x Strength 4, 1 x Strength 5]
Jury Rigged - <Reckless> Play before cards are added to a Skill Check to reduce its difficulty by 4. [1 x Strength 1, 1 x Strength 2]
Calculations - Play after a die is rolled to add or subtract 1 from the result. Only 1 "Calculations" card may be used per die roll. [1 x Strength 3, 1 x Strength 4, 1 x Strength 5]
Establish Network - Skill Check: Each Engineering Skill Card in this skill check counts as double strength (before totaling strength). [3 x Strength 0]
Build Nuke - Action: The Admiral gains 1 nuke token. [1 x Strength 6]
Treachery
Broadcast Location - Reckless Skill Check: Place 1 basestar in front of Galactica and 1 civilian ship behind Galactica. Only 1 of this ability may be resolved in each Skill Check. [8 x Strength 1]
By Your Command - Reckless Skill Check: Activate all Raiders, Heavy Raiders, and Occupation Forces (but not Centurions). Only 1 of this ability may be resolved in each Skill Check. [4 x Strength 1]
Special Destiny - Reckless Skill Check: Each player draws 1 Treachery Skill Card. Only 1 of this ability may be resolved in each Skill Check. [5 x Strength 2]
God’s Plan - Movement: Exchange this card with the top card of the Destiny Deck. [3 x Strength 2]
Sabotage - Play when a human player discards a Treachery Skill Card. Damage Galactica once. Only 1 "Sabotage" card may be used per turn. [4 x Strength 3]
Human Weakness - Action: If at least one human player is in the "Brig" or "Detention Center", reduce the highest resource by 1. [2 x Strength 3]
Activating Cylon Ships
Cylon ships are usually activated based on icons found on Crisis Cards. Cylon players may also activate Cylon ships by using the Cylon Fleet location action on their turns. There are four different types of activations:
Activate Raiders - Each raider on the board takes one action with the following priority:
Attack a Viper - Attack a viper in the same space area; unmanned Vipers are attacked before player-piloted Vipers.
Destroy Civilian Ship - The current player chooses a civilian ship in the Raider’s space area. The ship is destroyed and the listed resources lost.
Move – The Raider moves toward the nearest space area containing a civilian ship, moving clockwise if there are two space areas equidistant from the Raider’s current location.
Attack Galactica - If none of the above actions have been taken, the Raider will remain in its current area and attack Galactica.
If there are no Raiders on the board to activate, then each Basestar on the board will launch two Raiders. If there are multiple space areas containing Raiders, then the current player may choose the order in which they activate; all raiders in a space area are activated before moving to the next.
Launch Raiders - Each Basestar in play launches three raiders. If there are not enough raiders, the current player may choose which raiders are launched.
Activate Heavy Raiders and Centurions - Each Heavy Raider on the board moves toward the closest Viper launch area, or if in a launch area, deposits a Centurion on the first space of the Boarding Party track. If there are no Heavy Raiders on the board, each Basestar in play launches one Heavy Raider. Each Centurion also advances one space on the Boarding Party track; if any has advanced to the end (a total of four activations), then the Cylons win. Centurions activate with Heavy Raiders with the Cylon Fleet location action.
Activate Cylon Basestars - Each Basestar in play attacks Galactica.
Cylon Fleet Module
The Cylon Fleet module of the Exodus expansion changes the way the Cylons engage the human fleet. Cylon attack cards are removed from the Crisis deck, and attacks are instead governed by the Cylon Fleet sub-board. The sub-board includes a fifth Cylon location, Basestar Bridge. There is no cost to move between boards for Cylons.
When a Cylon ship activation is drawn and it would normally have no effect, they now have alternate effects. If "Activate Raiders" is revealed, one Raider is added to a random area on the Cylon Fleet board. If "Activate Heavy Raiders and Centurions" is revealed, one Heavy Raider is randomly added to the Cylon Fleet board. If "Launch Raiders" or "Activate Cylon Basestars" is revealed, one Basestar is randomly added to the Cylon Fleet board. In addition, for each of these additions, the Pursuit Track is advanced by one space. At the first and third steps, civilian ships are added to the main board. When the Pursuit Track advances four spaces to Auto Attack, all ships on the Cylon Fleet board jump in to attack the human fleet. If a ship cannot be added to the Cylon Fleet board, then all ships in the highest-numbered area containing that type of ship is jumped in.
The human fleet starts the game in this scenario with only six standard Viper Mk. IIs, but now have four damaged Viper Mk. VIIs that can be utilized. These advanced models are harder to shoot down and have increased move capabilities. A new title is added to the game, the CAG, who is responsible for certain Crisis decisions as well as civilian ship placement. Finally, jump mechanics are modified: while vipers are still moved to the reserves, civilian ships remain in their space areas and Cylon ships are returned to the Cylon Fleet board in their respective areas. Basestars are also repaired of all damage taken. To combat this, vipers may now use their activation to escort a civilian ship in their area off the board.
Combat Table
Unit Attacked: Die Roll = Result
Raider: 3-8 = Destroyed
Heavy Raider: 7-8 = Destroyed
Centurion: 7-8 = Destroyed
Basestar attacked by Viper: 8 = Damaged
Basestar attacked by Galactica: 5-8 = Damaged
Basestar attacked by Nuke: 1-2 = Damaged Twice; 3-6 = Destroyed; 7-8 = Destroyed and destroy 3 Raiders in the same area; in Cylon Fleet module, 8 = Destroy all ships in the space area
Viper Mk. II: 5-7 = Damaged; 8 = Destroyed; If a piloted viper is damaged or destroyed, move the pilot to Sickbay.
Viper Mk. VII: 6-7 = Damaged; 8 = Destroyed; If a piloted viper is damaged or destroyed, move the pilot to Sickbay.
Civilian Ship: Automatically Destroyed (no die roll)
Galactica attacked by Raider: 8 = Damaged
Galactica attacked by Basestar: 4-8 = Damaged
Jumping
The ultimate objective in the base set scenario for the humans is to jump the fleet enough distance to make it to Kobol. In the Pegasus expansion scenario, the first major objective is to jump the fleet to New Caprica; in the Exodus expansion scenario, the objective is to jump the fleet to the Ionian Nebula and then away from the Cylon fleet. The game starts with the Jump Prep marker on Start. Each Crisis Card drawn has a chance to advance the Jump Prep marker. When the Jump Prep marker reaches the -3 or -1 spots, any character can use the FTL Control location to initiate a jump, but will risk losing 3 or 1 population (on a roll of 6 or less). If the Jump Prep marker advances to the Auto Jump spot, the fleet automatically jumps with no risk of population loss.
Under standard rules, jumping clears the board of all ships. All Vipers, unmanned or piloted, return to the reserves. Any characters piloting Vipers are moved to the Hangar Deck. While jumping does clear the board of all Cylon ships, any Centurions in a Boarding Party remain on Galactica. After the jump, the Admiral draws 2 cards from the Destination Deck and chooses one, jumping the fleet a certain distance and initiating a special effect, and the Jump Prep marker returns to its starting position.
See the Cylon Fleet module section above for changes in Jump mechanics in that module.
Ionian Nebula Module
The Ionian Nebula module from the Exodus expansion adds Trauma tokens to the game along with Ally NPCs among the fleet and a new endgame. Players start the game with three non-Disaster tokens. Human players acquire Trauma tokens when they start their turn in the Brig or the Sickbay and may release tokens by encountering Allies. Cylon players acquire Trauma tokens from Basestar damage, and may release tokens when Allies are removed from the board outside of encounters (such as via damaged locations).
When players draw Trauma tokens, they are secretly added to their personal supply. However, if a Disaster token is drawn, it is revealed to negative consequences. Human players who reveal a Disaster token are Executed; their new character discards all Trauma tokens and redraws up to three non-Disaster tokens. Cylons revealing a Disaster token draw two more Trauma, drawing two more if one of the two drawn is Disaster. Disaster tokens return to the supply once their effects have been resolved.
At the start of the game, three Allies are placed on the board with random facedown Trauma tokens. When a player ends their Movement in the same location as an Ally, the encounter is resolved. (If there are multiple Allies in the same location, one is chosen to encounter.) Effects are resolved according to if the ally's Trauma token is Beneficial or Antagonistic; Disaster tokens have no effect. The ally is removed from the game and a new ally drawn; the player who made the encounter places one Trauma token from their personal supply to the ally card facedown. Allies are not placed if their character is currently being controlled by a player, or that character has already been executed; instead, the card is removed from the game and a new Ally drawn. If the Ally deck has been depleted, then no more Allies will be placed for the remainder of the game. Allies can also be removed from the board if their locations are damaged or a player selects a character matching the Ally after an execution. In those cases, the Cylon player with the most Trauma draws the new Ally and places one of their Trauma tokens on the Ally. If a player needs to place a Trauma token but has none to place, then one is placed randomly from the supply.
When the fleet has jumped to a total of 8 or more distance, the Crossroads Phase is triggered. One basestar and four Raiders are deployed to each starboard area and two Vipers deployed to each port area around Galactica, and the Jump Preparation track is reset.
Each player now draws a Crossroads card and secretly places a Trauma token on it from their personal supply if possible. Once all players have made their decisions, Crossroad cards are resolved in turn according to the Trauma tokens placed. If a player has no Trauma tokens to place, they may choose either of the Beneficial or Antagonistic outcomes freely. Once all Crossroads cards have been resolved, remaining Trauma in each players’ personal supply is checked to see if any player will be eliminated from the game. Humans count their Antagonistic tokens while Cylons count their Beneficial tokens. If any player has more than two such tokens, then the player with the most tokens is eliminated from the game, losing no matter the final game outcome. If there is a tie among human players, the President chooses the player to be eliminated. If there is a tie among Cylon players, then all tied players are eliminated. Ties between human and Cylon result in losses on both sides.
Once "The Trial/Boxing The Line" phase has been resolved, Allies and Trauma are removed from play. The humans win if they can jump a final time without reducing any resources to 0.
General Ability: Inspirational Leader - When you draw a Crisis Card, all 1 strength Skill Cards count positive for the skill check.
One-Time Ability: Command Authority - Once per game, after resolving a skill check, instead of discarding the used Skill Cards, draw them into your hand.
Disadvantage: Emotionally Attached - You may not activate the "Admiral’s Quarters" location.
Setup Location: Admiral’s Quarters
[Military Leader] Saul Tigh
Skill Card Draw: 2 Leadership, 3 Tactics
General Ability: Cylon Hatred - When a player activates the "Admiral Quarters" location, you may choose to reduce the difficulty by 3.
One-Time Ability: Declare Martial Law - Action: Once per game, give the President title to the Admiral.
Disadvantage: Alcoholic - At the start of any player’s turn, if you have exactly 1 Skill Card in your hand, you must discard it.
General Ability: ECO Officer - During your turn, you may reroll a die that was just rolled (once per turn). You must use the new result.
One-Time Ability: Moral Compass - Once per game, after a player makes a choice on a Crisis Card, you may change it.
Disadvantage: Stranded - Your character is not placed on the game 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.
General Ability: Intolerant - When an "Admiral Quarters" Skill Check is passed with a 10 or more, you may choose to execute that character instead of sending him to the “Brig”.
One-Time Ability: Blind Jump - Action: Once per game, if at 6 or less distance, draw 2 civilian ships and destroy them to immediately jump the fleet (even if the fleet marker is on a red space). The Admiral only draws 1 Destination Card.
Disadvantage: Bent on Revenge - You may not activate the "FTL Control" or "Engine Room" locations.
General Ability: FTL Operator - Anytime "FTL Control" is activated, you may reroll the die. You must use the new result.
One-Time Ability: 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.
Disadvantage: Misguided - You may not play more than 3 cards in to any Skill Check.
Setup Location: FTL Control
[Political Leader] Laura Roslin
Skill Card Draw: 3 Politics, 2 Leadership
General Ability: Religious Visions - When you draw Crisis Cards, draw 2 and choose 1 to resolve. Place the other on the bottom of the deck.
One-Time Ability: 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.
Disadvantage: Terminal Illness - In order to activate a location, you must first discard 2 Skill Cards.
General Ability: Friends in Low Places - When a player activates the "Administration" or the "Brig" location, you may choose to reduce or increase the difficulty by 2.
One-Time Ability: Unconventional Tactics - Action: Once per game, lose 1 population to gain 1 of any other resource type.
Disadvantage: Convicted Criminal - You may not activate locations occupied by other characters (except the "Brig").
General Ability: Politically Adroit - When you end your Movement step in the same location as another player, you may give that player 1 Skill Card from your hand to draw 2 Skill Cards.
One-Time Ability: 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.
Disadvantage: Nothing But Trouble - Your Skill Set includes Treachery. (Human players can’t use text abilities of Treachery Cards.)
General Ability: Adaptable - After any player uses the action on a Quorum Card, you may draw 2 Skill Cards of your choice (they may be from outside your skill set).
One-Time Ability: Influential - Once per game, you may examine the top 5 cards of the Quorum deck, and then return them to the top of the deck in any order you choose (even if you are not currently the President).
Disadvantage: Amoral - When you are the current player, you must choose the first option listed on any Crisis Cards that say "Current Player Chooses".
General Ability: 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".
One-Time Ability: CAG - Action: Once per game, you may activate up to 6 unmanned vipers.
Disadvantage: Headstrong - When you are forced to discard Skill Cards, you must discard randomly.
General Ability: Recon - At the end of your turn, you may look at the top card of the Crisis Deck and place it on the top or bottom.
One-Time Ability: 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.
Disadvantage: Sleeper Agent - During the Sleeper Agent Phase, you are dealt 2 Loyalty Cards (instead of 1) and then moved to the "Brig" location.
General Ability: 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.
One-Time Ability: Sacrifice - Action: Once per game while piloting a viper, send yourself to “Sickbay” to destroy 5 Raiders, 2 Heavy Raiders, 1 Basestar, or 1 civilian ship in your space area.
Disadvantage: Stim Junkie - At the end of your Action step, if you are in the same location or space area you were in at the start of your turn, you are moved to "Sickbay".
General Ability: Star Player - Action: Discard any number of Skill Cards. Then draw that number of Skill Cards from any one type within your skill set.
One-Time Ability: 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 rerolled.
Disadvantage: Starts on the Bench - Skip the Receive Skills Step of your first turn.
General Ability: Maintenance Engineer - During your turn, after you use a "Repair" Skill Card, you may take another action (once per turn).
One-Time Ability: 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.
Disadvantage: Reckless - Your hand limit is 8 (instead of 10).
General Ability: 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.
One-Time Ability: 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 to your hand.
Disadvantage: Emotionally Fragile - When morale is reduced to 2 or less, you are executed. If you are human, do not lose 1 morale.
General Ability: 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 totaling strength.
One-Time Ability: Discharge of a Firearm - Action: Once per game, you may execute another character who is in your current location.
Disadvantage: Impulsive - you cannot 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 you are in the “Brig”.)
General Ability: Primacy - Action: Place 1 Basestar in front of Galactica, or if all basestars are in play, you may remove 1 from the game board. You may then place 3 raiders in front of Galactica and 1 civilian ship behind Galactica.
One-Time Ability: Aggressive Tactics - Movement: Once per game you may take 2 Actions.
Disadvantage: Lies and Secrets - When a player reveals a "You are a Cylon" Loyalty Card, you must discard all Skill Cards in your hand.
General Ability: 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.
One-Time Ability: Cryptic Message - Action: Once per game, exchange your hand of Skill Cards with another player’s hand of Skill Cards.
Disadvantage: Clouded - You may not voluntarily move to a location that contains another player.
General Ability: Intimate - Movement: Draw a Skill Card at random from a player’s hand. Then, that player draws 1 card from the skill deck of your choice (it may be from outside their skill set).
One-Time Ability: 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.
Disadvantage: Conflicted Loyalties - You must discard 1 Skill Card to activate the "Cylon Fleet" location.
Setup Location: Caprica
Pegasus and Exodus Expansion OP by MrBlarney, original Base Set OP taken from Akinos/Darian.
This is the Promised Second Game of Exodus. The players in turn order are:
Nicolo M - Admiral Helena Cain
Capfalcon - President Gaius Baltar
38thdoe - Cally Tyrol
Phyphor - CAG Kara "Starbuck" Thrace
SeGaTai - Ellen Tigh
Please begin choosing your characters, starting draws and locations as appropriate. A Cylon Leader may be chosen but is not required - if one is picked they'll get a Hostile Agenda and remove one You Are a Cylon card from the Loyalty deck. You may post a list of choices if your turn isn't up yet. Good luck all!
Terrific! Kudos to Tenek for administrating two games at the same time.
I'll be Rear Admiral Helena Cain. Pegasus CIC for setup and Tactics for my flex-draw.
Nicolo M on
Upon this, one has to remark that men ought either to be well treated or crushed, because they can avenge themselves of lighter injuries, of more serious ones they cannot.
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38thDoelets never be stupid againwait lets always be stupid foreverRegistered Userregular
edited May 2011
Cally, setup hangar deck and for first three cards can I get one leadership tactics and politics.
Think Phyphor has to take a pilot-and then I'll go with Ellen Tigh unless people have worries about one pilot and playing with the cylon fleet option-haven't tried it wondering how bad it could get
You could always pick Anders - it'll save you the trouble of changing your avatar. :winky:
Nicolo M on
Upon this, one has to remark that men ought either to be well treated or crushed, because they can avenge themselves of lighter injuries, of more serious ones they cannot.
Twelve Cylon Models. Eight are missing. Two are in my other game. Who are the others?
The attack on the Twelve Colonies broke a long, uneasy peace betwee the humans and their Cylon creations. A small fleet of humans escaped, and journeyed to Kobol to find their way to the planet of the Thirteenth Tribe - Earth. After their discoveries on Kobol, they made contact with a second battlestar, the Pegasus, and its crew. The combined fleet journeyed to New Caprica and attempted to start anew. Discovered by the Cylons, they had no choice but to flee.
After escaping the doomed planet, the humans have realized they will never be able to stop until they reach their final goal. The human survivors journey towards the unknown, and the long voyage has taken its toll on them and their Cylon assailants. Will the humans manage to escape the Cylons again, or will they finally succumb to the onslaught?
***
Allies: Priestess Elosha (President's Office)
Benevolent Result: Religious Leader - Look at the top card of the Crisis deck and place it on the top or bottom. Antagonistic Result: Crisis of Faith - Draw 2 trauma tokens.
"Chief" Galen Tyrol (Hangar Deck)
Benevolent Result: Senior Chief Petty Officer - Repair up to 2 locations on Galactica or up to 4 damaged vipers. Antagonistic Result: Depression and Anger - You are sent to Sickbay.
Leoben Conoy (Communications)
Benevolent Result: Tuned In - Choose 1 space area on the main game board and destroy all Cylon ships from that area. Antagonistic Result: Unstable Cylon - Draw 2 trauma tokens.
Turn Progress:
1. Receive Skills - 2 Ldr, 3 Tac
2. Movement Step - Move to Communications, Encounter Leoben (Benevolent), Place Hot Dog
3. Action Step - Activate Communications
4. Crisis Step - The Olympic Carrier
5. Activate Cylon Ships Step - (activate heavy raiders)
6. Prepare for Jump Step - (jump prep)
Admiral Cain has regained command of the Colonial Fleet after the evacuation of New Caprica. While the fleet has had time to repair and rebuild, the Cylons have now jumped in and threaten humanity once again.
Admiral, in case you haven't noticed, there are some Cylon ships right in front of us, but, um, well, the Pegasus isn't firing at the raiders. If you would remind them that their jobs are to turn Cylon ships into burning hunks of scrap, I'd appreciate it.
(Also, I think we should shoot at the raiders so we won't start jacking up the Pursuit track so quickly.)
Right, but that has the unfortunate chance of either getting someone bad trauma/killed or causing the pursuit track to start ticking. It also would require the good admiral to use a card, while the guns don't.
The risks are acceptable. Lt. Thorne will be escorted to the captive onboard Galactica personally.
DiscardTactics 1 - Launch Scoutin order to move to Communications
Assumed I survive the encounter: activate Communications.
Nicolo M on
Upon this, one has to remark that men ought either to be well treated or crushed, because they can avenge themselves of lighter injuries, of more serious ones they cannot.
Cain has a very successful interrogation session and is able to determine the basestar's vulnerabilities. Leoben is Benevolent - All Cylon ships at 9:00 destroyed!
After destroying the Cylons, the Admiral stops to chat with one of the new pilots.
Brendan "Hot Dog" Costanza (Weapons Control)
Benevolent Result: Fearless Pilot - Choose 1 space area on the main game board and destroy 2 raiders in that area. Antagonistic Result: Troublemaker - Roll a die. On a 4 or lower, -1 Morale
Admiral Cain to place a trauma token on Hot Dog and decide whether to move the civilians.
Upon this, one has to remark that men ought either to be well treated or crushed, because they can avenge themselves of lighter injuries, of more serious ones they cannot.
Civilian A & B are moved to Port-Quarter 5 O'Clock
Nicolo M on
Upon this, one has to remark that men ought either to be well treated or crushed, because they can avenge themselves of lighter injuries, of more serious ones they cannot.
Upon this, one has to remark that men ought either to be well treated or crushed, because they can avenge themselves of lighter injuries, of more serious ones they cannot.
Benevolent Result: Religious Leader - Look at the top card of the Crisis deck and place it on the top or bottom. Antagonistic Result: Crisis of Faith - Draw 2 trauma tokens.
"Chief" Galen Tyrol (Hangar Deck)
Benevolent Result: Senior Chief Petty Officer - Repair up to 2 locations on Galactica or up to 4 damaged vipers. Antagonistic Result: Depression and Anger - You are sent to Sickbay.
Brendan "Hot Dog" Costanza (Weapons Control)
Benevolent Result: Fearless Pilot - Choose 1 space area on the main game board and destroy 2 raiders in that area. Antagonistic Result: Troublemaker - Roll a die. On a 4 or lower, -1 Morale
The humans have dealt with their first crisis admirably and Baltar enjoys a brief boost in the polls. The job of the President leaves him little time for himself, though. What's first on your agenda, Mr. President?
Posts
Players have a maximum hand limit of 10 Skill Cards (Exception: Galen Tyrol, whose hand limit is 8). If they exceed this limit at the end of any player's turn, they must discard down to this amount. Players may still exceed this amount during any player's turn, including the start of their own turn after drawing Skill Cards.
Politics
Leadership
Tactics
Piloting
Engineering
Treachery
Activating Cylon Ships
Activate Raiders - Each raider on the board takes one action with the following priority:
- Attack a Viper - Attack a viper in the same space area; unmanned Vipers are attacked before player-piloted Vipers.
- Destroy Civilian Ship - The current player chooses a civilian ship in the Raider’s space area. The ship is destroyed and the listed resources lost.
- Move – The Raider moves toward the nearest space area containing a civilian ship, moving clockwise if there are two space areas equidistant from the Raider’s current location.
- Attack Galactica - If none of the above actions have been taken, the Raider will remain in its current area and attack Galactica.
If there are no Raiders on the board to activate, then each Basestar on the board will launch two Raiders. If there are multiple space areas containing Raiders, then the current player may choose the order in which they activate; all raiders in a space area are activated before moving to the next.Launch Raiders - Each Basestar in play launches three raiders. If there are not enough raiders, the current player may choose which raiders are launched.
Activate Heavy Raiders and Centurions - Each Heavy Raider on the board moves toward the closest Viper launch area, or if in a launch area, deposits a Centurion on the first space of the Boarding Party track. If there are no Heavy Raiders on the board, each Basestar in play launches one Heavy Raider. Each Centurion also advances one space on the Boarding Party track; if any has advanced to the end (a total of four activations), then the Cylons win. Centurions activate with Heavy Raiders with the Cylon Fleet location action.
Activate Cylon Basestars - Each Basestar in play attacks Galactica.
Cylon Fleet Module
When a Cylon ship activation is drawn and it would normally have no effect, they now have alternate effects. If "Activate Raiders" is revealed, one Raider is added to a random area on the Cylon Fleet board. If "Activate Heavy Raiders and Centurions" is revealed, one Heavy Raider is randomly added to the Cylon Fleet board. If "Launch Raiders" or "Activate Cylon Basestars" is revealed, one Basestar is randomly added to the Cylon Fleet board. In addition, for each of these additions, the Pursuit Track is advanced by one space. At the first and third steps, civilian ships are added to the main board. When the Pursuit Track advances four spaces to Auto Attack, all ships on the Cylon Fleet board jump in to attack the human fleet. If a ship cannot be added to the Cylon Fleet board, then all ships in the highest-numbered area containing that type of ship is jumped in.
The human fleet starts the game in this scenario with only six standard Viper Mk. IIs, but now have four damaged Viper Mk. VIIs that can be utilized. These advanced models are harder to shoot down and have increased move capabilities. A new title is added to the game, the CAG, who is responsible for certain Crisis decisions as well as civilian ship placement. Finally, jump mechanics are modified: while vipers are still moved to the reserves, civilian ships remain in their space areas and Cylon ships are returned to the Cylon Fleet board in their respective areas. Basestars are also repaired of all damage taken. To combat this, vipers may now use their activation to escort a civilian ship in their area off the board.
Combat Table
Jumping
The ultimate objective in the base set scenario for the humans is to jump the fleet enough distance to make it to Kobol. In the Pegasus expansion scenario, the first major objective is to jump the fleet to New Caprica; in the Exodus expansion scenario, the objective is to jump the fleet to the Ionian Nebula and then away from the Cylon fleet. The game starts with the Jump Prep marker on Start. Each Crisis Card drawn has a chance to advance the Jump Prep marker. When the Jump Prep marker reaches the -3 or -1 spots, any character can use the FTL Control location to initiate a jump, but will risk losing 3 or 1 population (on a roll of 6 or less). If the Jump Prep marker advances to the Auto Jump spot, the fleet automatically jumps with no risk of population loss.
Under standard rules, jumping clears the board of all ships. All Vipers, unmanned or piloted, return to the reserves. Any characters piloting Vipers are moved to the Hangar Deck. While jumping does clear the board of all Cylon ships, any Centurions in a Boarding Party remain on Galactica. After the jump, the Admiral draws 2 cards from the Destination Deck and chooses one, jumping the fleet a certain distance and initiating a special effect, and the Jump Prep marker returns to its starting position.
See the Cylon Fleet module section above for changes in Jump mechanics in that module.
Ionian Nebula Module
When players draw Trauma tokens, they are secretly added to their personal supply. However, if a Disaster token is drawn, it is revealed to negative consequences. Human players who reveal a Disaster token are Executed; their new character discards all Trauma tokens and redraws up to three non-Disaster tokens. Cylons revealing a Disaster token draw two more Trauma, drawing two more if one of the two drawn is Disaster. Disaster tokens return to the supply once their effects have been resolved.
At the start of the game, three Allies are placed on the board with random facedown Trauma tokens. When a player ends their Movement in the same location as an Ally, the encounter is resolved. (If there are multiple Allies in the same location, one is chosen to encounter.) Effects are resolved according to if the ally's Trauma token is Beneficial or Antagonistic; Disaster tokens have no effect. The ally is removed from the game and a new ally drawn; the player who made the encounter places one Trauma token from their personal supply to the ally card facedown. Allies are not placed if their character is currently being controlled by a player, or that character has already been executed; instead, the card is removed from the game and a new Ally drawn. If the Ally deck has been depleted, then no more Allies will be placed for the remainder of the game. Allies can also be removed from the board if their locations are damaged or a player selects a character matching the Ally after an execution. In those cases, the Cylon player with the most Trauma draws the new Ally and places one of their Trauma tokens on the Ally. If a player needs to place a Trauma token but has none to place, then one is placed randomly from the supply.
Each player now draws a Crossroads card and secretly places a Trauma token on it from their personal supply if possible. Once all players have made their decisions, Crossroad cards are resolved in turn according to the Trauma tokens placed. If a player has no Trauma tokens to place, they may choose either of the Beneficial or Antagonistic outcomes freely. Once all Crossroads cards have been resolved, remaining Trauma in each players’ personal supply is checked to see if any player will be eliminated from the game. Humans count their Antagonistic tokens while Cylons count their Beneficial tokens. If any player has more than two such tokens, then the player with the most tokens is eliminated from the game, losing no matter the final game outcome. If there is a tie among human players, the President chooses the player to be eliminated. If there is a tie among Cylon players, then all tied players are eliminated. Ties between human and Cylon result in losses on both sides.
Once "The Trial/Boxing The Line" phase has been resolved, Allies and Trauma are removed from play. The humans win if they can jump a final time without reducing any resources to 0.
General Ability: Inspirational Leader - When you draw a Crisis Card, all 1 strength Skill Cards count positive for the skill check.
One-Time Ability: Command Authority - Once per game, after resolving a skill check, instead of discarding the used Skill Cards, draw them into your hand.
Disadvantage: Emotionally Attached - You may not activate the "Admiral’s Quarters" location.
Setup Location: Admiral’s Quarters
General Ability: Cylon Hatred - When a player activates the "Admiral Quarters" location, you may choose to reduce the difficulty by 3.
One-Time Ability: Declare Martial Law - Action: Once per game, give the President title to the Admiral.
Disadvantage: Alcoholic - At the start of any player’s turn, if you have exactly 1 Skill Card in your hand, you must discard it.
Setup Location: Command
General Ability: ECO Officer - During your turn, you may reroll a die that was just rolled (once per turn). You must use the new result.
One-Time Ability: Moral Compass - Once per game, after a player makes a choice on a Crisis Card, you may change it.
Disadvantage: Stranded - Your character is not placed on the game 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.
General Ability: Intolerant - When an "Admiral Quarters" Skill Check is passed with a 10 or more, you may choose to execute that character instead of sending him to the “Brig”.
One-Time Ability: Blind Jump - Action: Once per game, if at 6 or less distance, draw 2 civilian ships and destroy them to immediately jump the fleet (even if the fleet marker is on a red space). The Admiral only draws 1 Destination Card.
Disadvantage: Bent on Revenge - You may not activate the "FTL Control" or "Engine Room" locations.
Setup Location: Pegasus CIC or Command
General Ability: FTL Operator - Anytime "FTL Control" is activated, you may reroll the die. You must use the new result.
One-Time Ability: 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.
Disadvantage: Misguided - You may not play more than 3 cards in to any Skill Check.
Setup Location: FTL Control
General Ability: Religious Visions - When you draw Crisis Cards, draw 2 and choose 1 to resolve. Place the other on the bottom of the deck.
One-Time Ability: 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.
Disadvantage: Terminal Illness - In order to activate a location, you must first discard 2 Skill Cards.
Setup Location: President's Office
General Ability: Delusional Intuition - After you draw a Crisis Card, draw 1 Skill Card of your choice (it may be from outside your skill set).
One-Time Ability: Cylon Detector - Action: Once per game, you may look at all Loyalty Cards belonging to another player.
Disadvantage: Coward - You start the game with 2 Loyalty Cards (instead of 1).
Setup Location: Research Lab
General Ability: Friends in Low Places - When a player activates the "Administration" or the "Brig" location, you may choose to reduce or increase the difficulty by 2.
One-Time Ability: Unconventional Tactics - Action: Once per game, lose 1 population to gain 1 of any other resource type.
Disadvantage: Convicted Criminal - You may not activate locations occupied by other characters (except the "Brig").
Setup Location: Administration
General Ability: Politically Adroit - When you end your Movement step in the same location as another player, you may give that player 1 Skill Card from your hand to draw 2 Skill Cards.
One-Time Ability: 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.
Disadvantage: Nothing But Trouble - Your Skill Set includes Treachery. (Human players can’t use text abilities of Treachery Cards.)
Setup Location: Admiral’s Quarters
General Ability: Adaptable - After any player uses the action on a Quorum Card, you may draw 2 Skill Cards of your choice (they may be from outside your skill set).
One-Time Ability: Influential - Once per game, you may examine the top 5 cards of the Quorum deck, and then return them to the top of the deck in any order you choose (even if you are not currently the President).
Disadvantage: Amoral - When you are the current player, you must choose the first option listed on any Crisis Cards that say "Current Player Chooses".
Setup Location: Press Room
General Ability: 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".
One-Time Ability: CAG - Action: Once per game, you may activate up to 6 unmanned vipers.
Disadvantage: Headstrong - When you are forced to discard Skill Cards, you must discard randomly.
Setup Location: Launch and pilot a Viper
General Ability: Expert Pilot - When you start your turn piloting a viper, you may take 2 actions during your Action Step (instead of 1).
One-Time Ability: Secret Destiny - Once per game, immediately after a Crisis Card is revealed, discard it and draw a new one.
Disadvantage: Insubordinate - When a player chooses you with the "Admiral's Quarters" location, reduce the difficulty by 3.
Setup Location: Hangar Deck
General Ability: Recon - At the end of your turn, you may look at the top card of the Crisis Deck and place it on the top or bottom.
One-Time Ability: 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.
Disadvantage: Sleeper Agent - During the Sleeper Agent Phase, you are dealt 2 Loyalty Cards (instead of 1) and then moved to the "Brig" location.
Setup Location: Armory
General Ability: 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.
One-Time Ability: Sacrifice - Action: Once per game while piloting a viper, send yourself to “Sickbay” to destroy 5 Raiders, 2 Heavy Raiders, 1 Basestar, or 1 civilian ship in your space area.
Disadvantage: Stim Junkie - At the end of your Action step, if you are in the same location or space area you were in at the start of your turn, you are moved to "Sickbay".
Setup Location: Hangar Deck
General Ability: Star Player - Action: Discard any number of Skill Cards. Then draw that number of Skill Cards from any one type within your skill set.
One-Time Ability: 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 rerolled.
Disadvantage: Starts on the Bench - Skip the Receive Skills Step of your first turn.
Setup Location: Armory
General Ability: Maintenance Engineer - During your turn, after you use a "Repair" Skill Card, you may take another action (once per turn).
One-Time Ability: 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.
Disadvantage: Reckless - Your hand limit is 8 (instead of 10).
Setup Location: Hangar Deck
General Ability: 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.
One-Time Ability: 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 to your hand.
Disadvantage: Emotionally Fragile - When morale is reduced to 2 or less, you are executed. If you are human, do not lose 1 morale.
Setup Location: Communications
General Ability: 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 totaling strength.
One-Time Ability: Discharge of a Firearm - Action: Once per game, you may execute another character who is in your current location.
Disadvantage: Impulsive - you cannot 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 you are in the “Brig”.)
Setup Location: Hangar Deck
General Ability: Primacy - Action: Place 1 Basestar in front of Galactica, or if all basestars are in play, you may remove 1 from the game board. You may then place 3 raiders in front of Galactica and 1 civilian ship behind Galactica.
One-Time Ability: Aggressive Tactics - Movement: Once per game you may take 2 Actions.
Disadvantage: Lies and Secrets - When a player reveals a "You are a Cylon" Loyalty Card, you must discard all Skill Cards in your hand.
Setup Location: Cylon Fleet
General Ability: 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.
One-Time Ability: Cryptic Message - Action: Once per game, exchange your hand of Skill Cards with another player’s hand of Skill Cards.
Disadvantage: Clouded - You may not voluntarily move to a location that contains another player.
Setup Location: Human Fleet
General Ability: Intimate - Movement: Draw a Skill Card at random from a player’s hand. Then, that player draws 1 card from the skill deck of your choice (it may be from outside their skill set).
One-Time Ability: 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.
Disadvantage: Conflicted Loyalties - You must discard 1 Skill Card to activate the "Cylon Fleet" location.
Setup Location: Caprica
Pegasus and Exodus Expansion OP by MrBlarney, original Base Set OP taken from Akinos/Darian.
This is the Promised Second Game of Exodus. The players in turn order are:
Nicolo M - Admiral Helena Cain
Capfalcon - President Gaius Baltar
38thdoe - Cally Tyrol
Phyphor - CAG Kara "Starbuck" Thrace
SeGaTai - Ellen Tigh
Please begin choosing your characters, starting draws and locations as appropriate. A Cylon Leader may be chosen but is not required - if one is picked they'll get a Hostile Agenda and remove one You Are a Cylon card from the Loyalty deck. You may post a list of choices if your turn isn't up yet. Good luck all!
Gonna be on the road today and didn't want to hold things up.
Twitch Stream
I'll be Rear Admiral Helena Cain. Pegasus CIC for setup and Tactics for my flex-draw.
Thanks for hosting Tenek!
Twitch Stream
The attack on the Twelve Colonies broke a long, uneasy peace betwee the humans and their Cylon creations. A small fleet of humans escaped, and journeyed to Kobol to find their way to the planet of the Thirteenth Tribe - Earth. After their discoveries on Kobol, they made contact with a second battlestar, the Pegasus, and its crew. The combined fleet journeyed to New Caprica and attempted to start anew. Discovered by the Cylons, they had no choice but to flee.
After escaping the doomed planet, the humans have realized they will never be able to stop until they reach their final goal. The human survivors journey towards the unknown, and the long voyage has taken its toll on them and their Cylon assailants. Will the humans manage to escape the Cylons again, or will they finally succumb to the onslaught?
***
Allies:
Priestess Elosha (President's Office)
Antagonistic Result: Crisis of Faith - Draw 2 trauma tokens.
Antagonistic Result: Depression and Anger - You are sent to Sickbay.
Antagonistic Result: Unstable Cylon - Draw 2 trauma tokens.
Turn Progress:
1. Receive Skills - 2 Ldr, 3 Tac
2. Movement Step - Move to Communications, Encounter Leoben (Benevolent), Place Hot Dog
3. Action Step - Activate Communications
4. Crisis Step - The Olympic Carrier
5. Activate Cylon Ships Step - (activate heavy raiders)
6. Prepare for Jump Step - (jump prep)
Admiral Cain has regained command of the Colonial Fleet after the evacuation of New Caprica. While the fleet has had time to repair and rebuild, the Cylons have now jumped in and threaten humanity once again.
(Also, I think we should shoot at the raiders so we won't start jacking up the Pursuit track so quickly.)
Twitch Stream
Twitch Stream
Discard Tactics 1 - Launch Scout in order to move to Communications
Assumed I survive the encounter: activate Communications.
After destroying the Cylons, the Admiral stops to chat with one of the new pilots.
Brendan "Hot Dog" Costanza (Weapons Control)
Antagonistic Result: Troublemaker - Roll a die. On a 4 or lower, -1 Morale
Admiral Cain to place a trauma token on Hot Dog and decide whether to move the civilians.
Twitch Stream
Thoughts on moving the civilians?
Wait, three?
The Olympic Carrier
11 Politics, Leadership, Piloting
Pass No Effect
8+ -1 population
Fail -1 morale, -1 population
(activate heavy raiders)
(jump prep)
Contributions:
Destiny Deck: 2 cards
Baltar: 2 cards
Cally: 0 cards
Starbuck: 1 card
Ellen: 2 cards
Cain: 0 cards
Twitch Stream
I only have one play till my turn so if we have this one Ill save mine.
0 cards from the Admiral.
11 Politics, Leadership, Piloting
Pass No Effect
8+ -1 population
Fail -1 morale, -1 population
(activate heavy raiders)
(jump prep)
Contributions:
Politics 2 - Consolidate Power
Politics 3 - Investigative Committee
Politics 5 - Preventative Policy
Leadership 3 - Declare Emergency
Piloting 1 - Evasive Maneuvers
Piloting 2 - Evasive Maneuvers
Engineering 1 - Repair
10 + 3 + 3 - 1 = 15 - Pass! No effect
Heavy raider placed at 1d8 = 5 - 11:00 on the Cylon Fleet board. Pursuit track advances.
Jump prep advances. Jump unavailable.
Starbuck, where do you want to place the new civilian?
Allies:
Priestess Elosha (President's Office)
Antagonistic Result: Crisis of Faith - Draw 2 trauma tokens.
Antagonistic Result: Depression and Anger - You are sent to Sickbay.
Antagonistic Result: Troublemaker - Roll a die. On a 4 or lower, -1 Morale
Turn Progress:
1. Receive Skills - 2 Pol, 1 Ldr, 1 Eng
2. Movement Step - Move to President's Office
3. Action Step - Activate President's Office
4. Crisis Step - Rescue Mission
5. Activate Cylon Ships Step - (activate basestars)
6. Prepare for Jump Step - (jump prep)
The humans have dealt with their first crisis admirably and Baltar enjoys a brief boost in the polls. The job of the President leaves him little time for himself, though. What's first on your agenda, Mr. President?
Then, tell the Quorum to get the lead out.
Twitch Stream
Twitch Stream