Characters
Military Leaders

1

16

23
1Leadership/Tactics
2Tactics
2Leadership
Helena Cain
Military Leader
Intolerant - When an "Admiral's Quaters" 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. The Admiral only draws 1 Destination Card.
Bent on Revenge - You may not activate the "FTL Control" or "Engine Room" locations.
Setup: Pegasus CIC or Command

2

15

15
2Tactics
3Leadership
William "Husker" Adama
Military Leader
Inspirational Leader - When you draw a Crisis Cards, all 1 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 Quaters" location.
Setup: Admiral's Quaters

3

17

32
1Tactics/Engineering
1Tactics
3Leadership
Jürgen Belzen
Military Leader
(!)Efficient XO - When you play an "Executive Order" Skill Card, you may choose up to 2 other human players. Each chosen player may then move or take an action.
(!)Action Stations - Action - Once per game, each player may move or take 1 action (starting with you and proceeding clockwise).
(!)Give Me Your Sidearm - The Admiral may execute you as an action.
Setup: Weapons Control or Main Batteries

4

18

31
3Tactics
2Leadership
Saul Tigh
Military Leader
Cylon Hatred - When a player activates the "Admiral's Quaters" 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.
Setup: Command

5

13

11
2Leadership/Politics
2Piloting
1Tactics
Lee "Apollo" Adama
Military Leader
(!)Decisive Tactics - When you activate the "Weapons Control" or "CIC" location, you may reroll the result.
(!)Commander of Pegasus - Action - Once per game, if you are not in the "Brig" you may damage Pegasus twice. You may then draw 3 basestar damage token and place them on the basestars of your choice. Then you may place yourself in the "Hangar Deck" location.
(!)Lost the Edge - If you are in a space area at the end of your Action Step, you must discard a Skill Card.
Setup: Pegasus CIC or Command

6

19

17
1Tactics/Engineering
2Tactics
2Leadership
Kendra "Razor" Shaw
Military Leader
(!)Razor - During your turn, you may activate damaged locations.
(!)Critical Mission - Once per game, before resolving a Crisis Skill Check, you may declare it a "Critical Mission" changing the pass effect to "Increase Jump Preperation track by 1". If the skill check does not pass, skip the Jump Preperation step. After activating Cylon ships resolve the next Crisis card from the top of the Crisis deck.
Military Obedience - When you are not the Admiral and must make a choice on a Crisis card, the Admiral makes the choice for you.
Setup: Pegasus CIC or Command

7

20

26
1Engineering
1Tactics
3Leadership
Aaron Kelly
Military Leader
Signal Officer - Whenever you launch vipers, you may place them in any space area.
Crucial Orders - Action: Once per game, choose another human player to take up to 3 movements & 3 actions in any order. Cannot be combined with "Executive Order", "Critical Situation" or "State of Emergency" in the same turn.
Suspected Terrorist - If a location occupied by you is damaged roll a die. If 5 or lower you are moved to the "Brig" instead of "Sickbay".
Setup: Command

8

11

16
1Piloting
2Tactics
2Leadership
Karl "Helo" Agathon
Military Leader
ECO Officer - During your turn, you may reroll 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. 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.
Setup: Stranded on Caprica

9

12

36
1Leadership/Engineering
2Piloting
2Tactics
Kara "Starbuck" Thrace
Military Leader
Unorthodox Tactics - During your turn, all Piloting Skill cards count as positive for Skill Checks.
Deceptive Targets - Once per game, you may reshuffle up to 2 civilian ships from the board. If you do, you may place up to 2 vipers or 1 raider in each space area where the civilian ships were removed.
Injured Knee - You cannot pilot vipers.
Setup: Command

10

22

14
2Politics/Leadership
1Engineering
2Tactics
Felix Gaeta
Military Leader
FTP 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 talking the title.
Misguided - You may not play more than 3 cards into any skill check.
Setup: FTL Control

11

24

29
1Engineering
2Tactics
2Leadership
Louis Hoshi
Military Leader
(!)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 cannot activate the same location more than once nor any Cylon locations.
(!)Reluctant - You must discard 1 Skill Card to use a Skill Card action.
Setup: Communications

12

38

39
2Leadership/Engineering
3Tactics
Natalie Faust
Military Leader
(!)Conflicting Signals - Movement - You may move up to 2 raiders or 1 heavy raider to an adjacent space area.
(!)Centurion Inhibitors - Action - Once per game, remove or add a Centurion to the Boarding Party track. Then draw 2 Skill Cards of your choice (they may be from outside your skill set).
Centurion Sympathies - You may not activate the "Armory" location.
Setup: Command
Political Leaders

38

37

1
2Leadership
3Politics
Laura Roslyn
Political Leader
Religous Visions - When you draw Crisis Crads, 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.
Setup: President's Office

34

33

2
1Engineering
1Leadership
2Politics
Gaius Baltar
Political Leader
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.
Setup: Research Lab

30

29

3
1Tactics
2Leadership
2Politics
Tom Zarek
Political Leader
Friends in Low Places - When a player activates the "Adminitration" or the "Brig" location, you may choose to reduce or increase the difficulty by 2.
Unconventional Tactics - Once per game, lose 1 population to gain 1 of any other resource type.
Convicted Criminal - You may not activate location occupied by other characters (except the "Brig").
Setup: Administration

15

14

4
2Leadership/Politics
2Piloting
1Tactics
Lee "Apollo" Adama
Political Leader
Forward Thinker - After you use an "Executive Order" Skill Card and choosen 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 the option "The current player discards 5 Skill Cards".
(!)Moral Dilemma - Once per turn, when you draw or is given a treachery card, you must draw a trauma token.
Setup: Admiral's Quaters

35

36

5
2Tactics
3Politics
Romo Lampkin
Political Leader
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.
Setup: Administration

36

34

6
1Tactics/Leadership
1Leadership
3Politics
Billy Keikeya
Political Leader
Chief of Staff - Before Quorum Cards are drawn, you may discard up to same number of Skill Card to examine an equal number of top Quorum Cards from the deck. Place them on the top or bottom of the Quorum Card deck.
Push the Agenda - Action: Once per game, the President draws 2 Quorum Cards and passes the hand of Quorum Cards to you. Play or discard 2 Quorum Cards and return the Quorum Cards to the President.
Awkward - Whenever you roll a die, it cannot be modified.
Setup: President's Office

37

35

7
1Tactics
1Leadership
3Politics
Tory Foster
Political Leader
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.
Amoral - When you are the current player, you must choose the first option listed on any Crisis Cards that say "Current Player Chooses".
Setup: Press Room

31

31

8
1Treachery
2Leadership
2Politics
Ellen Tigh
Political Leader
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.)
Setup: Admiral's Quaters

28

28

9
1Leadership/Politics
2Leadership
2Politics
Priestess Elosha
Political Leader
Spiritual Advisor - Once on your turn, when a Crisis Card is revealed, you may look at the top 2 cards of the Destiny deck. Then place them back ontop.
(!)Book of Pythia - Action - Once per game, draw 3 Crisis Cards. Place 1 on top and place the rest on the buttom of the deck. Then draw 2 Skill Cards.
True Believer - On your turn, when you are required to make a choice on a Crisis Card or between Destination Cards, you must choose randomly.
Setup: President's Office

39

39

10
3Leadership
2Politics
Aaron Doral
Political Leader
Public Relations - Once per turn when a human player draws a trauma token you may draw 2 Skill Cards.
(!)Protect the Hybrid - Action - Once per game, reshuffle all civilian ships on the Main Game Board. Using the placement rules place one fewer civilian ships back on the Main Game Board.
Bad Publicity - When another player is sent to the "Brig", you are placed in Press Room. Discard 1 random Skill Card, if you cannot you are sent to the "Sickbay".
Setup: Press Room
Pilots

14

1

12
2Leadership/Politics
2Piloting
1Tactics
Lee "Apollo" Adama
Pilot
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.
Setup: Launch and pilot a viper

17

2

37
1Leadership/Engineering
2Piloting
2Tactics
Kara "Starbuck" Thrace
Pilot
Expert Pilot - When you start your turn piloting a viper, you may take 2 actions during your Actions Step.
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 Quaters" location, reduce the difficulty by 3.
Setup: Hangar Deck

18

3

38
2Piloting
2Tactics
1Leadership
Louanne "Kat" Katraine
Pilot
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 where in at the start of your turn, you are moved to "Sickbay".
Setup: Hangar Deck

22

4

30
1Engineering
2Piloting
2Tactics
Sharon "Boomer" Valerii
Pilot
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.
Setup: Armory

19

5

21
1Tactics/Piloting
1Piloting
2Tactics
1Leadership
Margaret "Racetrack" Edmondson
Pilot
Expert Raptor Pilot - Whenever a player risks a raptor, you may reroll the die.
(!)Critical Scouting Mission - Action: Once per game, look at the top 3 Cards of the Destination deck. Then place them on the top or bottom of the deck in any order.
(!)Death Wish - At the start of your Movement phase, if there are 8 or more raiders on the main board, you must move to Hangar Deck and launch yourself in space (if able).
Setup: Hangar Deck

21

7

28
2Engineering
2Piloting
1Tactics
Tucker "Duck" Clellan
Pilot
Skilled Co-Pilot - While piloting a viper, when you play an "Evasive Maneuvers" Skill Card on an unmanned viper, subtract 2 from the new roll.
(!)Unshakable Determination - Once per game when either the "Brig", "Armory" or "Weapons Control" is activated, you may send every player in your location to "Sickbay" to make the activation successful instead of resolving it normally.
No Reason To Live - At the start of your Receive Skill step, you must roll a die. If the result is lower than the current Distance, you may only draw 3 Skill Cards.
Setup: Weapons Control

23

8

33
1Engineering
2Piloting
1Tactics
1Leadership
Brendan "Hot Dog" Costanza
Pilot
Memento - Once per turn, immediately after population is reduced, you may draw the top 3 card 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.
Setup: Hangar Deck

24

9

34
1Tactics/Piloting
2Tactics
2Leadership
Samuel T. Anders
Pilot
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 Skill Step of your first turn.
Setup: Armory

25

10

35
1Tactics/Piloting
2Tactics
2Leadership
Samuel "Longshot" Anders
Pilot
Adaptability - When you start your turn on Galactica except in "Sickbay" or "the Brig" locations, you may take another action after activating a Galactica location.
(!)Sabotage - Action - Once per game, damge a location. You may then destroy up to 5 raiders on the main game board.
Drunken Mourning - Whenever morale is lowered, discard a Skill Card. If you cannot, move to "Sickbay"
Setup: Armory
Supports

26

25

18
2Engineering
2Leadership
1Politics
"Chief" Galen Tyrol
Support
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 - Your hand limit is 8.
Setup: Hangar Deck

16

23

24
1Engineering
3Tactics
1Leadership
Anastasia "Dee" Dualla
Support
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 Skillcheck 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.
Setup: Communications

29

27

20
2Engineering
1Tactics
1Leadership
1Politics
Callandra "Cally" Tyrol
Support
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.
Discharge of a Firearm - Action - Once per game, you may execute another character who is in your current location.
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: Hangar Deck

32

30

25
1Leadership
2Politics
Ellen Tigh
Support
Resourceful - After your Receive Skill Cards step, if you are not in "Sickbay", draw 2 extra skill cards from the Skill decks of your choice.
Flirt - Action - Once per game, choose a character in your location, who shows you one of their Loyalty Cards at random. You may then force that person to examine one of your Loyalty Cards of your choice.
Intoxicated - At the start of your Action Step, unless revealing a random Loyalty Card to a random human player, roll a die. On the result of 1, skip the Action Step.
Setup: Admiral's Quaters

33

32

13
1Engineering
2Leadership
2Politics
Gaius Baltar
Support
Talks With the Hybrid - On your turn when a Jump Preparation symbol is resolved, you may look at the top card of the Destination deck before anything else happens. Then draw 1 Skill Card.
(!)My Triumphs, My Mistakes - Movement: Once per game on your turn, you may move to the "Brig" location to gain 1 of any resource OR lose 1 morale. At the end of your next turn, you may move to any Galactica location.
(!)Ex-Cylon Captive - When you are the target of an "Executive Order", you have to discard a Skill Card to use the 2nd action.
Setup: Research Lab

27

26

19
1Politics/Leadership
2Engineering
1Leadership
1Politics
Peter Laird
Support
Aeronautics Engineer - Once per turn, draw a Skill Card after you used an Engineering Skill Card action.
(!)Scylla - Once per game, when a civilian ship is destroyed, you may change 1 resource icon on the ship to a Morale icon. Then you may repair 1 damaged location.
Dedicated Draftee - When not in Sickbay, during your Receive Skill step if the "Hangar Deck" or "Engine Room" locations are damaged, draw 1 less Skill Card for each of these damaged locations.
Setup: Hangar Deck or Engine Room

13

21

22
2Engineering
2Tactics
1Politics
Sherman "Doc" Cottle
Support
Treatment - Action: Choose a human player and draw 2 Skill Cards from his skill set. Then, give him 2 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 actions printed on Engineering Cards
Setup: Research Lab
Cylon Leaders
1Treachery/Engineering
1Leadership
Caprica Six
Cylon Leader
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 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.
Setup: Caprica
1Treachery/Engineering
1Tactics
Cavil
Cylon Leader
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.
Setup: Cylon Fleet
1Treachery/Engineering
1Politics
Leoben Conoy
Cylon Leader
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, exhange 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.
Setup: Human Fleet
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