Since I know the board will be difficult to read and information about the characters and skill cards is important, I'm stealing a reference list from SA's BSG threads.
Characters(Information in parentheses are the decks they draw from and the number of cards from each deck. If two decks are listed for one number, the player chooses which deck.)
Nitori:
Gaius Baltar (Politics/2, Leadership/1, Engineering/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.
Stelas:
Karl "Helo" Agathon (Leadership/2, Tactics/2, Piloting/1)
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.
Lady Door:
Lee "Apollo" Adama (Piloting/2, Leadership/Politics/2, Tactics/1)
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.
Sir Alex:
Kara "Starbuck" Thrace (Tactics/2, Piloting/2, Leadership/Engineering/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.
AndrewRogue:
"Chief" Galen Tyrol (Engineering/2, Leadership/2, Politics/1)
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).
Locations
GALACTICA
Note: A character moving to Galactica from Colonial One 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 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.
CYLON LOCATIONS
Note: These locations may only be used by a revealed Cylon player.
Caprica
Action: Play your Super Crisis Card or draw 2 Crisis Cards, choose 1 to resolve, and discard the other. There are no Activate Cylon Ships or Prepare for Jump steps during 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 any player’s hand, and steal 1 Skill Card (place it in your hand). Then roll a die, and if 5 or higher, damage Galactica.
Resurrection Ship
Action: You may discard you Super Crisis Card to draw a new one. Then, if distance is 7 or less, give your unrevealed Loyalty Card(s) to any player.
Skills(The numbers in parentheses are the range of possible values of that card in a skill check)
Politics
(1-2) Consolidate Power: Action: -- Draw 2 Skill Cards of any type, even outside skill set on Character Sheet.
(3-5) Investigative Committee: Play before cards are added to skill check. All are played face up including from Destiny Deck.
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 per turn (Errata).
(3-5) Declare Emergency: Use after skill check is totaled. Reduces difficulty by 2. Cannot reduce partial pass difficulty. Limit 1 per skill check.
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.
(3-5) Strategic Planning: Play before a die roll to add 2 to result. Limit 1 per die roll.
Piloting
(1-2) Evasive Maneuvers: Play after a Viper is attacked to reroll. If Viper is piloted subtract 2 from the new roll.
(3-5) Maximum Firepower: Action: -- Play while piloting a Viper to attack up to 4 times.
Engineering
(1-2) Repair: Action: -- Repair your current location, or if in the Hangar Deck repair up to 2 damaged Vipers.
(3-5) Scientific Research: Play before any cards are added to a skill check. All Engineering cards count as positive strength.
Also, a set of rules specific for online play, also shamelessly ripped from SA(with some minor modifications).
Some things have been tweaked to help facilitate online play:
At the bottom of every GM post, there will be a helpful Action Queue that announces what we are waiting for to continue the game. This will usually be the current player's move/action, but could also include such things as a decision from the President/Admiral.
All game actions should be bolded in Mafia style (eg:
##move to Communications or
##use "Executive Order" on Helo).
All face-down cards, including Quorum Cards and Skill Cards will be delivered to the players via PM. If your draw is straightforward (eg: Adama) your cards will be auto-drawn for you at the beginning of your turn. Players with multi-skills (eg: Apollo) or abilities allowing them to draw cards (eg: Baltar) need to post in the thread what type of card they are drawing (eg: ##draw 1 Politics 1 Engineering). Discards are to be posted openly in the thread.
Skill Checks are handled slightly differently than in the regular rules. Players must announce the number of cards they are playing in the thread, then PM me the specific cards they are playing. This can be done in any order. Once everyone has PMed me, the check will be resolved. Turn order per the official rules will be applied on any potentially game-ending skill checks, and may be invoked on skill checks from locations at the current player's discretion. If we have too many issues with people waiting to see what other people do before playing, I may adjust this to enforce turn order at all times. This will likely slow the game down considerably so please do not do this.
You may "pre-load" actions ahead of time; (eg: If my Viper is attacked, I'll use "Evasive Maneuvers".) This should be done via PM.
Players do not choose the order in which Cylon ships are activated, as in the normal rules. Instead, ships are activated starting from the leftmost sector and proceeding clockwise around Galactica.
In addition to the Secrecy Rules on p. 20 of the rulebook, these rules are specifically for online play:
Players may not edit their posts.
Players may not quote anything from PMs or IMs. This includes cards and messages from the mod.
DON'T EDIT YOUR POSTS
There will be no out of thread communication allowed except in an IRC room which I will set up, and ONLY if either I am in the room, or all of the players are at least idling in the room. The idea is that all discussion should be open, every player must at least be able to see everything that's said even if they can't participate in the discussion at that time.
Discards and cards played will be open in the thread, but per the rules players are not actually allowed to look at the discard piles. This will be simulated by me occasionally editing posts and removing the discards/played cards. I will leave them up for at least one turn so all players have a chance to see them.