Skill Card Reference

Politics
Always: Baltar, Cally, Ellen, Foster, Leoben, Roslin, Tyrol, Zarek
Optional: Apollo, Gaeta
Consolidate Power (Strength 1-2)
- Draw 2 Skill Cards.
Investigative Committee (Strength 3-5)
- Play before Skill Check. All cards are played face-up.
- Play before Skill Check. All cards are played face-up, except those from the Destiny Deck.
Preventative Policy (Strength 3-5)
- Choose 1 resource type to have next loss reduced by 1.
Support the People (Strength 1-2)
- Play before Skill Check. Each human with 4 or fewer Skill cards draws 2.
Political Prowess (Strength 6)
- Automatically pass Skill Check triggered by location.
Red Tape (Strength 0) [Skill Check Ability]
- Discard all 5-6 strength cards from Skill Check.
Leadership
Always: Adama, Anders, Baltar, Cally, Cain, Dualla, Ellen, Foster, Helo, Kat, Roslin, Six, Tigh, Tyrol, Zarek
Optional: Apollo, Gaeta, Starbuck
Executive Order (Strength 1-2) [1 per turn]
- Another player (no Cylons) can take 2 turns, or move and take 1 Action.
Declare Emergency (Strength 3-5) [1 per Skill Check]
- Reduce Skill Check difficulty by 2 after cards are revealed.
At Any Cost (Strength 3-5)
- Play before Skill Check. All Treachery cards count as positive.
Major Victory (Strength 1-2)
- After destroying Basestar or Centurion, roll 5+ to add 1 Morale.
Iron Will (Strength 0) [Skill Check Ability]
- Prevents failure if total strength is within 4 of difficulty. Lose 1 Morale if total strength <0.
State of Emergency (Strength 6)
- Description
Tactics
Always: Adama, Anders, Apollo, Boomer, Cally, Cain, Cavil, Dualla, Foster, Gaeta, Helo, Kat, Starbuck, Tigh, Zarek
Launch Scout (Strength 1-2) [Requires Raptor]
- Risk raptor for chance to look at Crisis or Destination card.
Strategic Planning (Strength 3-5) [1 per die roll]
- Add 2 to a die roll.
Critical Situation (Strength 3-5) [1 per turn]
- Take 1 action.
Guts and Initiative (Strength 1-2)
- Play before Skill Check. Do not add cards from Destiny Deck.
Scout for Fuel (Strength 6)
- Risk Raptor for chance to add 1 Fuel.
Trust Instincts (Strength 0) [Skill Check Ability]
- Add 2 face-up cards from Destiny deck to Skill Check.
Piloting
Always: Apollo, Boomer, Helo, Kat, Starbuck
Optional: Anders
Evasive Maneuvers (Strength 1-2)
- Re-roll attack against a Viper.
Maximum Firepower (Strength 3-5)
- Attack up to 4 times when piloting a Viper.
Full Throttle (Strength 1-2)
- Move Viper you are piloting to any area, then attack once.
Run Interference (Strength 3-5)
- Play before Raiders are activated. The first 4 Raiders in your space miss.
Best of the Best (Strength 6)
- Destroy 1 die Raiders in location when piloting a Viper.
Protect the Fleet (Strength 0) [Skill Check Ability]
- Activate 1 unmanned Viper if Piloting strength is 3+.
Engineering
Always: Galtar, Boomer, Cally, Dualla, Gaeta, Tyrol
Optional: Cavil, Leoben, Six
Repair (Strength 1-2)
- Remove damage token or repair Vipers.
Scientific Research (Strength 3-5)
- Play before Skill Check. All Engineering cards count as positive.
Calculations (Strength 3-5) [1 per die roll]
- Add or substract 1 after die is rolled.
Jury Rigged (Strength 1-2)
- Play before Skill Check. Difficulty is reduced by 4.
Build Nuke (Strength 6)
- Add 1 Nuke.
Establish Network (Strength 0) [Skill Check Ability]
- All Engineering (Blue) cards are doubled.
Treachery
Always: Ellen
Optional: Cavill, Leoben, Six
Broadcast Location (Strength 1) [Skill Check Ability]
- Add 1 Basestar in front of Galactica and 1 civilian ship behind Galactica.
By Your Command (Strength 1) [Skill Check Ability]
- Activate all Raiders, Heavy Raiders, and Occupation Forces.
God's Plan (Strength 2)
- Exchange with top card of Destiny deck.
Special Destiny (Strength 2) [Skill Check Ability]
- Each player draws 1 Treachery Skill card.
Human Weakness (Strength 3)
- If a human is in the Brig, reduce highest resource by 1.
Sabotage (Strength 3)
- Play when a human discards a Treachery Skill card to damage Galactica.