|Name||Politics||Leadership||Tactics||Piloting||Engineering||Treachery||Faith||Abilities||Starting Location||Game||President||Admiral||CAG||BGG Card Image ID||BGG Cylon Card Image ID||BGG Sympathizer Card Image ID||Banner ID||Alternate Banner ID|
|Adama||3||2||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.
|Apollo||0.2||0.2||1||2||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
|Sector 5 / Sector 6||B||9||10||1||456784||664759||544204||551665|
|Baltar||2||1||1||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).
|Boomer||2||2||1||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.|
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' location.
|Chief||1||2||2||Maintenance Engineer: During your turn, after you use a 'Repair' skill card, you may take another action (once/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: Your hand limit is 8 (instead of 10).
|Helo||2||2||1||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 game board at the start of the game. Whilst 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 'Hanger Deck' location.
|Stranded on Caprica||B||13||6||10||456787||664761||544207||551660|
|Roslin||3||2||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.
|Starbuck||0.1||2||2||0.1||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.
|Tigh||2||3||Cylon Hatred: When a player activates the 'Admiral's Quarters' location, 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 your hand you must discard it.
|Zarek||2||2||1||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.|
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')
|Cain||2.1||2.1||Intolerant: When an "Admiral's Quarters" Skill check is passed with a 10 or more, you may choose to execute that character instead of sending him to the "Brig." |
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.
Bent on Revenge: You may not activate the "FTL Control" or "Engine Room" locations.
|Pegasus CIC / Command||P||20||1||14||868412||868413||544871||551659|
|Dee||1||3||1||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 to either 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.
|Ellen||2||2||1||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. (Human players can't use text abilities of Treachery Cards.)
|Kat||1||2||2||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 5 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."
|Cavil||1||0.1||0.1||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. |
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 in your hand.
|Leoben||1||0.1||0.1||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.
|Six||1||0.1||0.1||Intimate - Movement: Draw 1 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 his 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" location
|Anders||2||2.1||0.1||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 rerolled.
Starts on the Bench: Skip the Receive Skills Step of your first turn
|Cally||1||1||1||2||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 strength|
Discharge of a Firearm – Action: Once per game, you may execute another character who is in your current location.
Impuslive: 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.”)
|Gaeta||0.2||0.2||2||1||FTL Operator: Anytime “FTL Control” is activated, you may reroll 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
|Tory||3||1||1||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).|
Influential – Action: Once per game, you may examine the top 5 cards of the Quorum deck, and return them to the top of the deck in any order you choose (even if you are not currently the President).
Amoral: When you are the current player, you must choose the first option listed on any Crisis Cards that say “Current Player Chooses.”
|Cottle||1||2||2||Treatment – Action: Choose a Human Player and draw 2 Skill Cards from his Skill Set. Then, give him two Skill Cards from your hand.|
Quarantine – Action: Once per game, look at each Civilian Ship 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 Civilian Ships.
Specialized: You cannot use the Actions printed on Engineering Skill Cards.
|Hoshi||2||2||1||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 three undamaged Locations, regardless of where you are. You cannot Activate the same Location more than once nor any Cylon Locations.
Reluctant: You must discard 1 Skill Card to use an Action printed on a Skill Card.
|Hot Dog||1||1||2||1||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.
|Lampkin||3||2||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 he 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.
|D'Anna||0.1||0.1||0.1||0.1||Visions – Action: If you are Infiltrating, choose a Human Player and look at 1 of his Loyalty Cards at random. Then, end your Infiltration and move to the “Resurrection Ship”.|
Don't Trust Anyone – Action: Once per game, draw 2 Super Crisis Cards.
Heretic: If you are on the “Resurrection Ship” Location (but not the “Hub Destroyed” Location), you must discard a Super Crisis Card to move to a different Location.
|Simon||0.1||1||0.1||Calculating: You may contribute 2 Skill Cards to Skill Checks, or 3 Skill Cards while you are Infiltrating. Ignore this ability when 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.
|Doral||0.1||0.1||1||Industrious: While Infiltrating, draw 2 extra Skill Cards on your turn instead of 1. Ignore 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.
|Athena||0.1||1||0.1||For Love: Once per turn, when another Player must discard 1 or more Skill Cards (except when discarding down to his hand limit), you may draw 1 Treachery Skill Card to reduce the number of cards he discards 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.
|Gaius||2||2||1||Cult Leader – Action: Choose a Player in the same Location as you and either give him one of your Miracle Tokens or take his Miracle Token.|
Broadcast – Action: Discard 3 Miracle Tokens to raise any Resource by 2.
You can have up to 3 Miracle Tokens.
Spiritual Crisis: You cannot use an Action printed on a “You Are a Cylon” Loyalty Card unless you are in the “Brig”.
|Karl||2||2||1||Raptor Pilot: When you look at the top card as a result of the Launch Scout Skill 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 Skill Step.
|Lee||0.2||0.2||1||2||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 choose to have the result be “The Current Player discards 5 Skill Cards.”
Moral Dilemma: When you draw a Mutiny Card, you must discard 2 Skill Cards.
|Tom||2||2||1||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.
|Elosha||2||1||1||Spiritual Advisor: On your turn, before making a Skill Check, you may look at the top 2 cards of the Destiny Deck and place them back on top. You may then choose to reshuffle the Destiny Deck.|
All This Has Happened Before – Action: Once per game, you may discard 3 random Skill Cards to look through the discarded Crisis Cards, choose 1 of them, and place it on top of the Crisis Deck.
Will Not Fight: You only draw 4 Skill Cards during your Receive Skills Step.
|Kelly||3||1||1||Landing Signals Officer: Whenever a Viper in space would be activated on your turn, you may move that Viper to an adjacent space area immediately prior to activation.|
Clash with Centurions – Action: Once per game, damage an occupied location on Galactica to destroy up to two Centurions on the Boarding Party track.
Ruthless: All Skill Checks on your turn are considered Reckless, even if no Reckless Skill Cards are played.
|Racetrack||1||2||2||Expert Raptor Pilot: When a Raptor is risked by a die roll, you may reroll the die. You must keep the new result.|
Critical Discovery – Action: Once per game you may look at the top four cards of the Destination Deck. Place two on the top of the deck, and two on the bottom.
Mutineer: If the President or Admiral Reveal as a Cylon, you are sent to the Brig.
|Seelix||0.1||2||0.1||2||Avionics Expert – Action: During your turn, if you are in the Hangar Deck location, you may play a Repair Skill Card from your hand to repair up to 3 damaged Vipers.|
Break the Chains of Society – Movement or Action: Once per game, draw 6 Piloting or Engineering Skill Cards in any combination.
Knuckle Dragger: You may not launch yourself in a Vipers if there are any damaged Vipers.
|Shaw||1||2||2||Necessary Action – Movement: Look at the top 3 Skill Cards of the Leadership or Tactics deck. You may discard a card from your hand to keep one of those card. Put the remaining cards on the bottom of the deck.|
Razor: Once per game, you may draw and destroy 1 Civilian Ship to cancel a Crisis Card.
Authority Issues: You draw 2 Treachery Cards whenever you are the target of a Quorum or Skill Card effect.
|Command or Pegasus CIC||R||28||4||16|
|President||At the start of the game, draw 1 Quorum Card. You control the hand of Quorum Cards. Action: Draw a Quorum Card into your hand.|
|President (P)||You start the game with 1 Quorum Card in your hand. You control the Quorum Cards. Action: Draw 1 Quorum Card into your hand. When you play a Quorum Card on a New Caprica location, roll a die. If 3 or less, you are sent to “Detention”.|
|Admiral||When the Fleet jumps, you draw 2 Destination Cards and choose 1. You control the nuke tokens. Action: Launch 1 nuke at a basestar (the nuke is removed from the game). On a roll of 1-2 damage the basestar twice, 3-6 destroy the basestar, and 7-8 destroy the basestar and 3 raiders.|
|Admiral (P)||When the Fleet jumps, you draw 2 Destination Cards and choose 1. Action: Launch 1 nuke at a basestar (the nuke is removed from the game). Action: If Galactica is in orbit around New Caprica, jump the fleet. All human characters left on New Caprica are executed. All civilian ships left on New Caprica are destroyed.|
|Admiral (X)||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|
|CAG||When a civilian ship needs to be placed on the main game board, you choose the space area. You must choose an area that does not already contain a civilian ship (if able). Action: Activate 1 unmanned viper, 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.|