Poster_Idol wrote:
Page 20 states that "There are no "Activate Cylon Ship" and "Prepare for Jump" steps during a revealed Cylon player's turn. Does this mean that if the Cylons action step, he chooses a crisis card to play, any icons at the bottom of the card including "activate raider, Basestar etc and 'prepare for jump' icons are ignored?
The only way a Cylon player can choose a crisis card to play is by activating the Caprica location on the board. The Caprica location specifically says "
*No Cylon ship activations, No Jump preparation steps."
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Also, if a character activates the forced FTL as his action, is it immediate, so you would clear the board of all ships, make a roll to see if population is lost, draw destination cards and THEN play a crisis card, so that there could immediately be Basestars etc in the location you jump to, OR, do you take the action, play a crisis card and THEN jump as it where a standard auto jump?
If you activate the FTL control, the fleet jumps as part of your action. Clear the board, roll to see if population is lost, draw and resolve destination cards, and THEN play a crisis card. This can (and occasionally does) result in leaping from the closing jaws of one Cylon Fleet straight into a fight with another...just like in the show!
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Last one is, if it is for example, Helos turn, and he draws a skill check card which needs say red and yellow to pass, can ANOTHER player play a card which allows blue cards to be positive? In combat can a players who isn't in their turn, play a pilot card to help a pilot in combat on their turn (Like the skill card which allows re rolls for attacked vipers? I guess what Im saying is, can you play skill cards that dont say ACTION: on another players turn?
If a card does not say "
Action:" you can play it whenever it is situationally appropriate, even another player's turn. For example, Evasive Maneuvers can be played whenever a Viper is shot at, even if another player is piloting the viper...OR EVEN IF THE INITIAL SHOT MISSES (Cylons take note). Strategic Planning can be played before ANY die roll (yes, even a Basestar's attack roll against Galactica, or that Raider's re-roll against that viper that Evasive Maneuvered). Investigative Committee, Scientific Research, or Declare Emergency can be played as appropriate on ANY skill check.
Also, some characters have special abilities that apply only on their own turn, and some have abilities that can be used any time. The ones that require an Action can obviously only be played on your turn. Adama's Inspirational Leader only applies when HE draws a Crisis Card (and likewise with Roslin's Religious Visions, or Boomer's Recon), but Apollo can choose to get in a viper and take a free Action whenever one is played out of the reserves, no matter who's turn it is, and Boomer's Mysterious Intuition, Helo's Moral Compass, and Starbuck's Secret Destiny can be played on ANY crisis.
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Thanks heaps.
You're welcome.