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Players
CaptainNifty - Adama
[Admiral] (2 nukes)
Location - Command
Each turn draw - 3 Leadership and 2 Tactics
Current skill hand - 3 cards
*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.
Calmnic - Gaius
[President] (3 quorum cards)
Location - Research Lab
Each turn draw - 2 Politics 1 Leadership and 1 Engineering
Current skill hand - 5 cards
*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.
Kontrol - Boomer
Location - Command
Each turn draw 2 Tactics, 2 Piloting, and 1 Engineering
Current skill hand - 7 cards
*Recon -- At the end of your turn, you may look at the top of the Crisis Deck and place it on the top or bottom.
*Mysterious Intuition -- Once per game, before resolving a Skill Check on a Crisis Card, choose the result (Pass or Fail) instead of resolving it normally.
*Sleeper Agent -- During the Sleeper Agent Phase, you are dealt 2 Loyalty Cards (instead of 1) and are moved to the "Brig" location.
Adamical - Helo - Current Player
Location - Research Lab
Each turn draw - 2 Leadership, 2 Tactics and 1 Piloting
Current skill hand - 7 cards
*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 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.
Girathon - Starbuck
Location - Communications
Each turn draw - 2 Tactics, 2 Piloting, and 1 Leadership or 1 Engineering
Current skill hand - 0 cards
*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.
Distance
(sleeper agents awake when distance is at least 4)
(if the fleet jumps when distance is at least 8, humans win)
2
Jump Track
(Jumping early loses pop on 1-6, no loss on 7-8)
Start (can't jump)
Can't jump - Fleet
Can't jump
Jump with chance to lose 3 pop
Jump with chance to lose 1 pop
Auto jump
Resources
(if any of these fall to 0, Cylons win)
Population - 2 (8 lost so far)
Morale - 4 (5 lost so far)
Food - 7 (1 lost so far)
Fuel - 4 (3 lost so far)
Cylon Boarding Party
(if any centurions reach the end, Cylons win)
Start - empty
3 - empty
2 - empty
1 - empty
End - empty
Battlestar Galactica
(If 6 locations damaged, Cylons win)
0 locations damaged
FTL Control
(jump early with a chance to lose population, see jump track)
Command
(activate 2 unmanned Vipers OR 1 unmanned Viper twice: launch an available Viper to a space with a launch tube OR move a Viper to an adjacent space OR attack a Cylon ship in the same space as the Viper, 3-8 to destroy raider, 7-8 to destroy heavy raider, 8 to damage basestar)
Admiral's Quarters
(skill check to send another player to the brig, difficulty 7, leadership and tactics)
Hanger Deck
(pilots may launch in a Viper to a space area with a launch tube and then take another action)
Armory
(kill a Centurion boarder on 7-8)
Research Lab
(draw an engineering or tactics card)
Communications
(scan two civillian ships for contents, then you may move them to an adjacent space each)
Weapons Control
(fire on a Cylon ship, 3-8 to destroy raider, 7-8 to destroy heavy raider, 5-8 to damage basestar)
Sick Bay
(if you start here, only draw 1 skill card)
Brig
(if you are here, you may not move, draw crisis or add more than one card to a skill check)
(skill check to move anywhere, 7 difficulty, politics, tactics)
Colonial One
Press Room
(draw 2 politics cards)
President's Office
(Pres can draw 1 quorum and then play one or draw another)
Administration
(skill check to choose new Pres. Difficulty 5, politics and leadership)
Human Fleet
2 Vipers in space
2 Vipers available
4 Vipers damaged
3 Raptors available (1 lost)
0 Civilian ships on board
7 Civilian ships off board
(5 w/1 pop, 2 empty)
Space
(Relative to Galactica, note 12 and 10 are adjacent)
12 O'Clock - Empty
2 O'Clock - Empty
4 O'Clock - Empty
6 O'Clock - Empty
8 O'Clock - Launch Tube, 2 Vipers
10 O'Clock - Launch Tube
Last edited by Jackofhearts2005; 07/29/2015 at 09:54..
The Cylons were created by Man. They rebelled. They evolved. They look and feel human. Some are programmed to think they are human. There are many copies. And they have a plan...
Forty years after their defeat, the Cylons returned. They ravaged the twelve colonies. They destroyed the fleet of Battlestars. They tried to wipe out the human race. Only the Battlestar Galactica, the Colonial One and a few dozen civilian ships escaped the destruction.
Jackofhearts2005 is dead. He was everyone you knew and loved. He was everyone you worked with, everyone you stood next to in the check out line, everyone you used to go to school with. He was every friend, family member or acquaintance you had. He was every celebrity, every politician, every janitor. Save 50,000 souls, he was every man, woman and child. He is gone. You are alone.
"Are they the lucky ones? That's what you're thinking, isn't it? We're a long way from home. We've jumped way beyond the Red Line, into uncharted space. Limited supplies, limited fuel. No allies, and now, no hope? Maybe it would have been better for us to have died quickly, back on the Colonies with our families, instead of dying out here slowly, in the emptiness of dark space. Where shall we go? What shall we do? Life here began out there. Those are the first words of the sacred scrolls, and they were told to us by the Lords of Kobol, many countless centuries ago. And they made it perfectly clear that we are not alone in this universe. Elosha, there's a thirteenth colony of humankind, is there not?"
"Yes. The scrolls tell us a Thirteenth Tribe left Kobol in the early days. They traveled far and made their home upon a planet called Earth, which circled a distant and unknown star."
"It's not unknown. I know where it is! Earth. The most guarded secret we have. The location was only known by the senior commanders of the fleet, and we dare not share it with the public. Not while there was a Cylon threat upon us. For now we have a refuge to go to. A refuge the Cylons know nothing about. It won't be an easy journey. It'll be long, and arduous. But I promise you one thing: on the memory of those lying here before you, we shall find it, and Earth shall become our new home. So say we all!"
"SO SAY WE ALL!"
"So say we all!"
"SO SAY WE ALL!"
"....So say we all."
Last edited by Jackofhearts2005; 05/13/2015 at 08:30..
Winning
For the status of the human win condition, see the blue section in the first post.
See also Turn Flow part 6.
For the status of the Cylon win conditions, see the red sections in the first post.
See also Combat.
Turn Flow
1) Draw your skill cards as described in your role in the first post.
Piloting a Viper: Same
2) You may move to a new location. Discard a skill card of your choice to move between the Battlestar Galactica and Colonial One or vice versa.
Piloting a Viper: Move to an adjacent space or discard a skill card of your choice to move to any location on Galactica or Colonial One
3) Take an action from the list below.
*Activate the location where you are per the first post
*Play a skill card that requires an action
*Use an action from your role per the first post
*Play a Quorum card
*Launch a nuke at a Cylon basestar
(1-2 damaged twice, 3-6 destroys basestar, 7-8 destroys basestar and up to 3 raiders in the same space)
*Reveal yourself as a Cylon per your Loyalty pm
*Do nothing
Piloting a Viper: You may also move to an adjacent space or attack a Cylon ship.
4) Draw a Crisis card. This will do one of the following
*Hostile Cylon ships warp in. Cylons, Vipers and Civilians are placed on the board
*Choose between two options
*Skill check
During skill checks, players secretly play cards and two are randomly added from the deck. The value total of all the cards of the types needed to pass the crisis minus the value of all other cards must exceed the difficulty level or there will be a penalty to the humans.
5) Activate Cylon ships per the Crisis card.
6) If the Crisis card has a Jump icon, advance the fleet on the Jump track.
If the fleet reaches Auto Jump, the Admiral draws the next two Destination cards and chooses one. Each Destination costs resources and has a distance to add to the fleet's total distance. Jumping after reaching a distance of at least 8 causes the humans to win.
7) All players discard down to 10 skill cards if they have more than that.
Combat
To defend against the Cylons, the humans can use jumps to escape, communications to move critical civilian ships to safety, the Galactica's guns to fire on enemy ships and Vipers (especially piloted ones) to screen for civilians and shoot down Cylons. (See first post)
Crisis cards activate Cylon ships as follows
*Basestars (must be damaged three times to be destroyed) - Each basestar fires on Galactica, dealing damage on a 4-8. Damage could cause a loss of fuel, a loss of food or disable a location and send all players there to the sick bay. If 6 locations are damaged, the Cylons win.
*Heavy Raiders - Each heavy raiders fly towards the launch tubes and drop off Centurions, who advance when heavy raiders are activated. If a Centurion reaches the end of the Boarding Party Track, Cylons win.
*Raiders - Raiders attempt to shoot down Vipers in the same space (damaging on 5-7, permanently destroying on an 8), then shoot down civilian ships in the same space (automatically), then move towards civilian ships and if no Vipers or civilians are around, they'll attack Galactica directly (damaging on an 8)
*Launch Raiders - Each basestar launches 3 raiders.
Text of All Skill Cards
Politics
1/2 are Consolidate Power
3/4/5 are Investigative Committee
Leadership
1/2 are Executive Order
3/4/5 are Declare Emergency
Tactics
1/2 are Launch Scout
3/4/5 are Strategic Planning
Piloting
1/2 are Evasive Maneuvers
3/4/5 are Maximum Firepower
Engineering
1/2 are Repair
3/4/5 are Scientific Research https://cf.geekdo-images.com/images/pic382623_lg.jpg
Last edited by Jackofhearts2005; 06/20/2015 at 02:08..
I'll take Sharon "Boomer" Valerii. We don't need to have a lot of show knowledge for this right?
I don't believe so. There might be some spoilers on the actual cards, but since who is actually a cylon is randomized show knowledge should be irrelevant.
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I can't read the rulebook right now. Am I forced to be the chief? If I should be, that's cool too. I'd just rather be Kara.
You're never forced to be Chief. It's whichever of the three classes that has the most remaining characters....or support....which is only Chief in the base game.