Battlestar Galactica 12: Midnight on the Watchtower

Darkness settled upon the twelve colonies. The doomsday clock of Caprica city lay dormant, heedless of the doom approaching. Silent daggers strike from the dark, turning night into day.

One solitary worker, cleaning the mechanisms, saw this change, and with resignation at his impending doom, moved the clock to midnight. The bells tolled, 12 times for 12 colonies.

Now hope rests on a razors edge, reliant upon an ancient warship and a crew of conflicted loyalties.


This is a 6 leader mission. Rules will follow the basic rules from the base game with the additional changes for Pegasus.

However we are adding in all characters from Daybreak and Exodus.

  • We will be playing with Mutiny cards and Miracle tokens active
  • Miracle tokens refer only to Once Per Game abilities. You may only have a max of one. If, for some reason, a card would grant you a token and you already have one, you may not gain a second. However if you have used your OPG, getting a Miracle token will allow you to use your OPG ability.
  • Some actions will force a player to take a Mutiny card. You may only have one in your hand. If you are forced to take a second Mutiny card, immediately go to the Brig and discard down to one Mutiny card. Cylon players may not have Mutiny cards. Revealed Cylons must discard their Mutiny cards, and may never draw Mutiny cards.
  • Reckless skill checks have been adjusted. No longer does reckless trigger Treachery card abilities, instead follow the following procedure:
    *After cards are added, flip the top card of the Treachery deck face up.
    *If card value is >0, do nothing and process skill check like normal
    *If card value is 0, flip up next Treachery card and resolve both text abilities. May repeat, and does not prevent abilities in skill check from triggering.
    – minor adjustment: checks that fail with total of <0 trigger reckless

Players are as follows, selected by rolling a d100 to determine order

EDIT: Sorry guys, goofed when creating new

Game - Players
Winners
1 - Ginger Yellow, Knightsaber, rowe33, soondifferent, ShivaX
Cylons - Fuel - ShivaX, rowe33
2 - scottagibson, rowe33, Knightsaber, Otthegreat, Lantz
Cylons - Morale - scott, Knight
3 - Lantz, rowe33, scottagibson, Otthegreat, Knightsaber
Humans - Lantz, scottagibson, Knightsaber
4 - Otthegreat, Lantz, scottagibson, rowe33, Otagan
Cylons - Destroyed Galactica - Lantz, Otagan
5 - Lantz, Otagan, Otthegreat, scottagibson, ShivaX, soondifferent, rowe33
Cylons - Destroyed Galactica - scottagibson, soondifferent, Otagan CL
6 - soondifferent, Otthegreat, Knightsaber, rowe33, Blueboy08, scottagibson
Humans - Otthegreat, Knightsaber CL, rowe33, scottagibson
7 - Otthegreat, scottagibson, CaseyRobinson, rowe33, CraigM, Jørn Weines
Cylons - Destroyed Galactica - Otthegreat, scottagibson, CraigM CL
8 - rowe33, CaseyRobinson, Knightsaber, Jørn Weines, soondifferent, Otthegreat
Humans - rowe33 CL, CaseyRobinson, Jørn Weines, Otthegreat
9 MEGA GAME - Lantz, Scottagibson, Rowe33, Otthegreat, Soondifferent, Knightsaber, Jostly, JefferyB, Jørn Weines
Humans - Scottagibson, Rowe33, Jostly, Jeffreyb, Soondifferent CL
10 - Jeffreyb, Soondifferent, Knightsaber, Rowe33, Jostly, Lantz
Cylons - fuel - soondifferent, Jostly (CL), Lantz
11 - Otthegreat, Soondifferent, Knightsaber, Rowe33, Jostly, CaseyRobinson
Cylons - Centurions - CaseyRobinson, soondifferent, Rowe33 (CL)

The available characters:

Political Leaders

Military Leaders

Pilots

Support

Cylon Leaders

Line of succession

Admiral:

  1. Helena Cain
  2. William Adama
  3. Saul Tigh
  4. Karl “Helo” Agathon (Original Version, Military Leader)
  5. Felix Gaeta
  6. Louis Hoshi
  7. Tom Zarek (Alternate Version, Military Leader)
  8. Lee “Apollo” Adama (Original Version, Pilot)
  9. Anastasia “Dee” Dualla
  10. Karl “Helo” Agathon (Alternate Version, Pilot)
  11. Kara “Starbuck” Thrace
  12. Louanne “Kat” Katraine
  13. Sharon “Boomer” Valerii
  14. Brendan “Hot Dog” Costanza
  15. Samuel T. Anders
  16. “Chief” Galen Tyrol
  17. Callandra “Cally” Tyrol
  18. Sherman “Doc” Cottle
  19. Lee Adama (Alternate Version, Political Leader)
  20. Tom Zarek (Original Version, Political Leader)
  21. Ellen Tigh
  22. Gaius Baltar (Alternate Version, Support)
  23. Gaius Baltar (Original Version, Political Leader)
  24. Romo Lampkin
  25. Tory Foster
  26. Laura Roslin

President

  1. Laura Roslin
  2. Gaius Baltar (Original Version, Political Leader)
  3. Lee Adama (Alternate Version, Political Leader)
  4. Tom Zarek (Original Version, Political Leader)
  5. Romo Lampkin
  6. Tory Foster
  7. Ellen Tigh
  8. Lee “Apollo” Adama (Original Version, Pilot)
  9. Tom Zarek (Alternate Version, Military Leader)
  10. Felix Gaeta
  11. William Adama
  12. Karl “Helo” Agathon (Original Version, Military Leader)
  13. “Chief” Galen Tyrol
  14. Gaius Baltar (Alternate Version, Support)
  15. Callandra “Cally” Tyrol
  16. Sherman “Doc” Cottle
  17. Helena Cain
  18. Anastasia “Dee” Dualla
  19. Louis Hoshi
  20. Karl “Helo” Agathon (Alternate Version, Pilot)
  21. Sharon “Boomer” Valerii
  22. Saul Tigh
  23. Brendan “Hot Dog” Costanza
  24. Samuel T. Anders
  25. Kara “Starbuck” Thrace
  26. Louanne “Kat” Katraine

Roles and skill cards:

Politics cards:

Leadership cards:

Tactics cards:

Piloting cards:

Engineering cards:

*One note for Raptor Specialist, we will not be playing with Assault Vipers, so this would only fix a destroyed Raptor.

Treachery cards:

LOCATIONS: (Note that some locations have changed in Pegasus, I will highlight them).

The Galactica

FTL Control Action: Jump the fleet if the Jump Preparation track is not in the red zone*
*may lose population

Weapons Control Action: Attack 1 Cylon ship with Galactica.

Communications Action: Look at the back of 2 civilian ships. You may then move them to adjacent area(s).

Research Lab Action: Draw 1 Engineering or 1 Tactics skill card.

Command Action: activate up to 2 unmanned vipers.

Admiral’s Quarters Action: Choose a character, then pass this skill check to send them to the “Brig”
*difficulty 7 Tactics/ Leadershio challenge

Hangar Deck Action: Launch yourself in a Viper. You may then take 1 more action*
*Viper pilots only

Armory Action: Attack a Centurion on the Boarding Party track (destroyed on a roll of 7-8)

Sickbay You may only draw 1 Skill Card during your Receive Skill step

Brig You may not move, draw Crisis Cards, or add more than 1 card to skill checks. Action: Pass this skill check to move to any location*
*difficulty 7 Politics/ Tactics check

Colonial One

Quorum Chamber Action If you are the President, draw 1 Quorum card. You may then either draw 1 additional Quorum card or play 1 from your hand

Press Room Action: Choose another player to draw 1 Mutiny Card (He does not go to the “Brig”). He then keeps 1 of his Mutiny Cards, and discards the rest. You may then discard a Mutiny Card.

President’s Office Action: Draw 2 politics Skill Cards.

Administration Action: Draw 1 Mutiny Card. If the President has any Mutiny Cards, choose a player to the President title. If the “Accept Prophecy” card is in play, the President may discard it to keep his title.

Cylon Locations

Caprica Action: Play your Super Crisis Card or draw 2 Crisis Cards, choose 1 to resolve, and discard the other*
*No activate Cylon Ships step

Cylon Fleet Action: Activate all Cylon ships of one type, or launch 2 raiders and 1 heavy raider from each Basestar

Human Fleet Action: Look at the top card of the Crisis or Destination deck and place it on the top or bottom of that deck, then draw 2 Skill Cards: Or: Action: Infiltrate Galactica. (New to Pegasus)

Resurrection Ship: Draw only 1 Skill Card during your Draw Skill Cards Step. Action: Draw 1 Super Crisis Card. (New to Pegasus)

Pegasus Locations

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 this Skill Check to Execute them. (12, Politics-Tactics-Treachery). Reduce the difficulty of this check by 4 if the character is already in the ‘Brig’.

Main Batteries: Action: Choose a space area to affect 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’ (jump prep) icon.

Agenda Cards:
Sympathetic Agendas:

Hostile Agendas:

For a 6 player game we will be using the Sympathetic agendas

Player order is posted in the first post. Remember that until a Political leader, Military Leader, and Pilot is chosen, you may not select a second of that type. There will also be one Cylon leader.

If at any time in the order you wish to select an ineligable roll, you may do so, it will just put you down in turn order. Got it?

@legowarrior you are up!

Most excellent. I’d appreciate if those before me don’t take the role I want to try ;)

Holy moly, this is hugely more complicated than I thought. I thought this was going to be more werewolf-esque and all you had to do was accuse people of being cylons while being one and stuff.

I’ll give it a shot, but someone’s going to have to point me in the right direction.

Grab the rules PDF’s from Craig’s OP, they’re pretty easy to read through. It’s not really that terribly complex. Mostly.

Also

Woah, new folks everywhere! Just listen to me - I will guide you as we save humanity!

It’s really not that bad, once started. Plus your friendly(?) neighborhood GM is here to answer any and all questions you have.

Plus I can point out things by PM if you want hints or help.

For now I’ll break down a few things.

There are 6 players. Of those 6 one is a Cylon Leader, as you are new I will highly reccomend you do not pick this role. This Cylon Leader may be your friend and ally, or may be plotting your doom. You have no way to know, other than observing behavior.

Of the other 5 there will be randomly distributed loyalty cards. At the start, with a few exceptions, everyone gets dealt one. Halfway through everyone will get dealt a second. So, basically, there are 10 loyalty cards, of which two are Cylon.

This means that, at game start, there may be none, one, or two secret Cylons among you. By the mid game there will be, for certain, two active Cylon loyalties.

So be observant, some mischief will be afoot. Crisis cards will come up, and they will have conditions. some are choices, others skill checks. Pay attention to which cards come up in which. If you see a lot of red or blue cards spiking checks, maybe time to suspect one of your fellow crew mates.

Most of the rest you can pick up as you go. Once everyone selects their character I will distribute loyalty cards and initial skill cards. The skill cards can often either be used as an action (such as Executive Orders), or for their point value in a skill check. Reference the third post to see what these cards do, and if you are uncertain, PM me and I can go over what the uses of that card are. Got it?

Good luck :)

Going to select blindly here. Louis Hoshi sees like an all around nice guy, and he doesn’t need to be the admiral right away. Although, before it’s official, does anyone want to provide me with a bit of guidance on this?

His abilities are situational, but potentially game changing. It is potentially helpful for either human, or cylon.

Or, of course, we could hit a situation where it never comes up.

But a decent balanced character I’d say.

So, uh, is it my turn to pick? I’m going to pick Dualla. She’s a Support, that sounds laid back enough. Plus, she’s emotionally fragile and I’m already starting to feel some of that right now.

Craig is also super helpful as moderator if you have questions. Knight is also super helpful but not playing. I’m sure he’ll help with rules questions but tactics is probably off limits.

I learned to play on the forum and had a wonderful time. I suggest a google doc to track your cards.

Just an FYI, this would bump you down in the turn order to #4. Dee is fine, but rules require that the first three players be split between the 3 primary types.

no need change your pick! Just informing you of turn order changes.

Last game Craig sent us PMs with our hand, then he would edit it as cards were added and removed. It was great.

@Woodlance, there are some odd nooks and crannies in the rules but the basic turn flow of “move, action, crisis” you will pick up pretty quick.

Ok, I will wait to declare until Woodlance has confirmed.

Dualla confirmed. I’l totally show you what’s what from behind my Support desk