I found this handy reference on the SA BSG forums hidden in a file download somewhere. (
here.)
Reference
These lists, along with reading the rules of play, should be all you need to know!
Characters
Military Leaders
Helena Cain (
Leadership/2,
Tactics/2,
Leadership/
Tactics/1) Setup: Command or Pegasus CIC
Intolerant -- When an "Admiral's Quarters" Skill check is passed with 10 or more, you may choose to execute that character instead of sending him to the "Brig."
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.
William Adama (
Leadership/3,
Tactics/2) Setup: Admiral's Quarters
Inspirational Leader -- When you draw a Crisis Card, all 1 strength Skill Cards count positive for the skill check.
Command Authority -- Once per game, after resolving a skill check, instead of discarding the used Skill Cards, draw them into your hand.
Emotionally Attached -- You may not activate the "Admiral's Quarters" location.
Saul Tigh (
Tactics/3,
Leadership/2) Setup: Command
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 you hand, you must discard it.
Karl "Helo" Agathon (
Leadership/2,
Tactics/2,
Piloting/1) Setup: N/A
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.
Political Leaders
Laura Roslin (
Politics/3,
Leadership/2) Setup: President's Office
Religious Visions -- When you draw Crisis Cards, draw 2 and choose 1 to resolve. Place the other on the bottom of the deck.
Skilled Politician --
Action: Once per game, draw 4 Quorum Cards. Choose 1 to resolve and place the rest on the bottom of the deck. You do not need to be President to use this ability.
Terminal Illness -- In order to activate a location, you must first discard 2 Skill Cards.
Gaius Baltar (
Politics/2,
Leadership/1,
Engineering/1) Setup: Research Lab
Delusional Intuition -- After you draw a Crisis Card, draw 1 Skill Card of your choice (it may be from outside your skill set).
Cylon Detector --
Action: Once per game, you may look at all Loyalty Cards belonging to another player.
Coward -- You start the game with 2 Loyalty Cards instead of 1.
Tom Zarek (
Politics/2,
Leadership/2,
Tactics/1) Setup: Administration
Friends in Low Places -- When a player activates the "Administration" or "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").
Ellen Tigh (
Politics/2,
Leadership/2,
Treachery/1) Setup: Admiral's Quarters
Politically Adroit -- When you end your Movement step in the same location as another human player, you may give that player 1 Skill Card from your hand to draw 2 Skill Cards.
Manipulative -- Once per game, you may take the Admiral or President title at the start of your turn. Return that title to its previous owner at the end of your turn.
Nothing But Trouble -- Your skill set includes
Treachery cards. (Human players can't use text abilities of
Treachery Cards.)
Pilots
Lee "Apollo" Adama (
Piloting/2,
Leadership/
Politics/2,
Tactics/1) Setup: Launch and Pilot Viper
Alert Viper Pilot -- When a viper is placed in a space area from the "Reserves", you may choose to pilot it and take 1 action. You may only do this when you are on a Galactica location, excluding 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.
Kara "Starbuck" Thrace (
Tactics/2,
Piloting/2,
Leadership/
Engineering/1) Setup: Hangar Deck
Expert Pilot -- When you start your turn piloting a Viper, you may take 2
Actions during your
Action Step (instead of 1).
Secret Destiny -- Once per game, immediately after a Crisis Card is revealed, discard it and draw a new one.
Insubordinate -- When a player chooses you with the "Admiral's Quarters" location, reduce the difficulty by 3.
Sharon "Boomer" Valerii (
Tactics/2,
Piloting/2,
Engineering/1) Setup: Armory
Recon -- At the end of your turn, you may look at the top of the Crisis Deck and place it on the top or bottom.
Mysterious Intuition -- Once per game, before resolving a Skill Check on a Crisis Card, choose the result (Pass or Fail) instead of resolving it normally.
Sleeper Agent -- During the Sleeper Agent Phase, you are dealt 2 Loyalty Cards (instead of 1) and are moved to the "Brig" location.
Louanne "Kat" Katraine (
Leadership/1,
Tactics/2,
Piloting/2) Setup: Hangar Deck
Hotshot -- When you would roll a die during your
Action step, you may instead discard a Skill Card. Use the card's strength +2 instead of the die roll.
Sacrifice --
Action: Once per game while piloting a viper, send yourself to "Sickbay" to destroy 5 raiders, 2 heavy raiders, 1 basestar, or 1 civilian ship in your space area.
Stim Junkie -- At the end of your Movement 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".
Support Crew
"Chief" Galen Tyrol (
Engineering/2,
Leadership/2,
Politics/1) Setup: Hangar Deck
Maintenance Engineer -- During your turn, after you use a "Repair" Skill Card, you may take another action (once per turn).
Blind Devotion -- Once per game, after cards have been added to a Skill Check (but before revealing them), you may choose a skill type. All cards of the chosen type are considered strength O.
Reckless -- You hand limit is 8 (instead of 10).
Anastasia "Dee" Dualla (
Leadership/1,
Tactics/3,
Engineering/1) Setup: Communications
Efficient -- When you activate the "Communications" location, you may look at every civilian ship on the game board and may move any number of them.
Fast Learner -- Once per game, before making a Skill check, look at the top 3 cards of any Skill deck (even outside your Skill set), and add all of them either to the Skill check or your hand.
Emotionally Fragile -- When morale is reduced to 2 or less, you are executed. If you are human, do not lose 1 morale.
Cylon Leaders
Cavil (
Tactics/1,
Treachery/
Engineering/1) Setup: Cylon Fleet
Primacy --
Action: Place 1 basestar in front of Galactica, or if all basestars are in play, you may remove 1 from the 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.
Leoben Conoy (
Politics/1,
Treachery/
Engineering/1) Setup: Human Fleet
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.
"Caprica" Six (
Leadership/1,
Treachery/
Engineering/1) Setup: Caprica
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 that player's 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.
Locations
GALACTICA
Note: A character moving to Galactica from Colonial One, Pegasus, or a piloted Viper must discard a skill card.
FTL Control
Action: Jump the fleet if the jump preparation track is not in the red zone. Roll a die; if the result is 1-6, lose a number of population indicated on the fleet’s space on the jump preparation track.
Weapons Control
Action: Attack one Cylon ships with Galactica. Roll 3-8 to hit a raider, 7-8 to hit a heavy raider, and 5-8 to hit a Basestar.
Command
Action: Activate up to two unmanned vipers. An activation can be used to a.) launch a viper from either of the two launch zones, b.) move an unmanned viper to an adjacent space area, or c.) fire an unmanned viper’s weapons (3-8 to hit a raider, 7-8 to hit a heavy raider, 8 to hit a Basestar).
Communications
Action: Look at the back of 2 civilian ships. You may then move them to adjacent area(s). Only the player taking the action may look at the back of the ships.
Admiral’s Quarters
Action: Choose a character; then pass a
Tactics/
Leadership Skill Check of 7 to send him to the “Brig.” Characters in the “Brig” can only add 1 skill card to skill checks, and being in the Brig prevents a Cylon from doing any damage if he reveals himself.
Research Lab
Action: Draw 1 engineering OR 1 tactics Skill card.
Hangar Deck
Action: Launch yourself in a viper. You may then take 1 more action. You must be in the Hangar Deck to use a “Repair” skill card action on damaged Vipers.
Armory
Action: Attack a centurion on the Boarding Party track (destroyed on roll of 7-8),
Sickbay
You may only draw 1 Skill Card during the Receive Skills step of your turn. A character can (and should) move out of sickbay during the Movement step of his turn.
Brig
You may not move, draw Crisis Cards, or add more than 1 card to skill checks.
Action: Pass a
Politics/
Tactics Skill Check of 7 to move to any location.
COLONIAL ONE
Note: A character moving to Colonial One from Galactica, Pegasus, or a piloted Viper must discard a skill card.
Press Room
Action: Draw 2 politics Skill Cards.
President’s Office
Action: If you are President, draw 1 Quorum Card. You may then draw 1 additional Quorum Card or play 1 from your hand.
Administration
Action: Choose a character; then pass a
Politics/
Leadership Skill Check of 5 to give him the President title. Revealed Cylons may not be given the President title.
PEGASUS
Note: A character moving to Pegasus from Galactica, Colonial One, or a piloted Viper must discard a skill card.
Pegasus CIC
Action: Choose a basestar and roll a die: 1-3 Damage Pegasus, 4-6 Damage Basestar, 7-8 Damage Basestar twice
Airlock
Action: Choose a character and pass a
Politics/
Tactics/
Treachery Skill Check of 12 to execute that character. Reduce the difficulty by 4 if the character is in the "Brig".
Main Batteries
Action: Choose a space area and roll a die. 1: Destroy 1 civilian ship 2-3: Damage 1 viper 4-6: Destroy 2 raiders 7-8: Destroy 4 raiders
Engine Room
Action: Discard 2 Skill Cards to treat the next Crisis Card drawn this turn as if it had a "prepare for jump" icon.`
CYLON LOCATIONS
Note: These locations may only be used by a revealed Cylon player or a non-infiltrated Cylon Leader.
Caprica
Action: Play 1 of your Super Crisis Cards or draw 2 Crisis Cards, choose 1 to resolve, and bury the other on the bottom of the deck. Cylon Activations are not triggered after this Crisis.
Cylon Fleet
Action: Activate all Cylon ships of one type, or launch 2 raiders and 1 heavy raider from each basestar. Activating heavy raiders will advance the centurions one step on the boarding party track, even if there are no heavy raiders on the board.
Human Fleet
Action: Look at the top card of the Crisis or Destination deck and place it at the top or bottom of that deck. Then draw 2 Skill Cards of different types (may come from outside of your skill set). OR Infiltrate Galactica.
Resurrection Ship
You may not voluntarily move to this location (as the Brig or Sickbay). You may only draw 1 Skill Card during your Receive Skill Cards step.
Action: Draw 1 Super Crisis Card.
New Caprica Locations
(Humans in the same space as an Occupation Force may use an
Action to roll a die. If 5 or higher, destroy an Occupation Force.
Players may use "Maximum Firepower" to re-roll.)
(Cylons in the same space as a human and an Occupation Force may use an
Action to roll a die. If 1-3, move human to Detention. If 4-7, move human to Medical Center.)
Medical Center
You may only draw 1 skill card during your Receive Skills step.
Detention
You may not move or add more than 2 cards to skill checks.
Action: Skill check
Politics/
Tactics = 9 to move to another location.
Resistance HQ
Human Action: Choose a character on New Caprica (human or Cylon). Skill check
LEA/
Tactics/
Treachery = 7 to execute.
Occupation Authority
Human Action: If you are the president, you may draw 1 Quorum Card. Then you may play 1 Quorum Card.
Cylon Action: Activate 1 occupation force and then place 1 occupation force on this location.
Breeder's Canyon
Human Action: Reduce the highest resource by 1 to advance the fleet marker 1 space up the Jump track.
Cylon Action: Draw and resolve the top card of the Crisis deck. Skip the Prepare for Jump step of this turn.
Shipyard
Human Action: Prepare or evacuate 1 civilian ship. If you evacuate a civilian ship, you may move to any Galactica location.
Cylon Action: Look at the top ship of the Locked Civilian Ship stack, and place it on the top or bottom of the stack.
Skills
Note: Only 1 "Reckless" card may be played per Skill Check. Humans may not use the text abilities on
Treachery cards.
Politics
(1-2)
Consolidate Power:
Action: Draw 2 Skill Cards of any type, even outside skill set on Character Sheet.
(1-2)
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.
(3-5)
Investigative Committee: Play before cards are added to skill check. All are played face up (excluding the Destiny Deck).
(3-5)
Preventative Policy:
Movement: Choose 1 resource type. The next loss of this resource type during this turn is reduced by 1.
Leadership
(1-2)
Executive Order:
Action: Choose another player who takes 2 actions, or moves and takes 1 action. Cannot use on a revealed Cylon or Sympathizer. Limit 1 EO or "Critical Situation" per turn.
(1-2)
Major Victory: Play after you destroy a basestar or centurion on the boarding party track. Roll a die. If 5 or higher, gain 1 morale. Limit 1 per turn.
(3-5)
Declare Emergency: Use after skill check is totaled. Reduces difficulty by 2. Cannot reduce partial pass difficulty. Limit 1 per skill check.
(3-5)
At Any Cost:
Reckless: Play before cards are added to a Skill check. All
Treachery Cards count as positive strength.
Tactics
(1-2)
Launch Scout:
Action: Can only use if there is an undamaged Raptor in the reserves. Roll die 3 or higher look at top Crisis or Destination Card and place on top or bottom of deck. Otherwise, destroy a Raptor and remove it from the game.
(1-2)
Guts and Initiative:
Reckless: Play before cards are added to a Skill check. Do not add cards from the Destiny Deck to the Skill Check.
(3-5)
Strategic Planning: Play before a die roll to add 2 to result. Limit 1 per die roll.
(3-5)
Critical Situation:
Movement: Take 1
Action. Limit 1 CS or "Executive Order" per turn.
Piloting
(1-2)
Evasive Maneuvers: Play after a Viper is attacked to reroll. If Viper is piloted subtract 2 from the new roll.
(1-2)
Full Throttle:
Movement or Action: If piloting a viper, you may move to any space area. You may attack 1 Cylon ship in that area (even if you didn't move).
(3-5)
Maximum Firepower:
Action: Play while piloting a Viper to attack up to 4 times.
(3-5)
Run Interference: Play before raiders are activated. The first 4 raiders activating in your space area automatically miss (do not roll for them).
Engineering
(1-2)
Repair:
Action: Repair your current location, or if in the Hangar Deck repair up to 2 damaged Vipers.
(1-2)
Jury Rigged:
Reckless: Play before cards are added to a Skill Check to reduce its difficulty by 4.
(3-5)
Scientific Research: Play before any cards are added to a skill check. All
Engineering cards count as positive strength.
(3-5)
Calculations: Play after a die is rolled to add or subtract 1 from the result. Limit 1 per die roll.
Treachery
Note: "Reckless Skill Check" abilities activate when the card is part of a Skill Check in which a Reckless ability was activated.
(1)
Broadcast Location: RSC -- Place 1 basestar in front of Glactica and 1 civilian ship behind Galactica. Only trigger this ability once per check.
(1)
By Your Command: RSC -- Activate all raiders, heavy raiders, and occupation forces (but not Centurions). Only trigger this ability once per check.
(2)
God's Plan:
Movement: Exchange this card with the top card of the Destiny Deck.
(2)
Special Destiny: RSC -- Each player draws 1
Treachery Skill Card. Only trigger this ability once per check.
(3)
Human Weakness:
Action: If at least 1 human is in "Brig" or "Detention", reduce the highest resource by 1.
(3)
Sabotage: Play when a human player discards a
Treachery Skill Card. Damage Galactica. Limit 1 per turn.
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 (nuke is removed from the game).
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.
Quorum cards can be played as an
action and specialize in increasing resources and dealing with unrevealed cylons.
Hostile Agenda Deck
You win the game if...
Show Their True Nature: The Cylons have won and either you are in the Brig/Detention or you have been executed at least once.
Siege Warfare: The Cylons have won and every resource is at half or lower.
Reduce Them To Ruins: The Cylons have won and 4 or more locations are damaged and Morale is at 3 or lower.
Genocide: The Cylons have won and both Food and Population are at 2 or lower.
Mutual Annihilation: The humans have won and you have played a Super Crisis Card.
Grant Mercy: The humans have won and Population, Morale, or Food is at 2 or lower.
Sympathetic Agenda Deck
You win the game if...
Guide Them to Destiny: The humans have won and Population and Morale are within 2 of each other.
Convert the Infidels: The humans have won and all resources are at 3 or lower.
Join the Colonials: The humans have won and you are Infiltrating and not in the Brig/Detention.
Prove Their Worth: The humans have won and at least 5 raptors/vipers are destroyed or damaged.
Salvage Their Equipment: The Cylons have won and 2 or fewer locations are damaged.
The Illusion of Hope: The Cylons have won and 6 or more units of distance have been traveled.