Which is why the tweak. Pilots are crippling as Cylons, but can be near useless as humans. The Cylon Fleet, and corresponding CAG title, I think will improve things on several axes.
Page 12-14 are the relevant parts, but here’s the short version:
When jumping Cylon ships move to the corresponding Cylon board location.
Cylon activations, when no ship of that type are on board, advance the pursuit track 1, and place a ship of that type in a Cylon board space determined by a die roll
When the pursuit reaches end of track, move all ships onto main board
When all of one type are on the Cylon board, and activate, move highest ranked location with that type and put all ships in that space on main board.
Remove all Cylon Fleet crisis cards and Super Crisis.
Yes, I love them thematically, but they do seem to be kingmakers. Why I’m looking at the module for additional characters, might include some of them. There are versions of each of the Cylon Leaders that are ‘human’ playable, as well as non crap versions of Anders, a fixed Zarek (to reflect changes to Administration), and several new Loyalty sniffing characters. New Ellen looks fun, she has a OPG ability, Flirt, that she looks at a random Loyalty of one person, in exchange for choosing one of hers to show in return. Plus several new additions like Elosha, Racetrack (her drawback is Deathwish, if Cylon ships are present and she can fly, she must fly).
Otherwise reset to 5, normal resources, the reckless triggers with the mixed treachery deck (I still think the Daybreak treachery too strong alone, Pegasus too conditional, together is Goldilocks).
EDIT: oh, also remove two regular vipers, and add 4 Mk VII vipers that start damaged. That’s Cylon Fleet stuff. Along with the ability to use an activation of a viper to ‘escort’ a civilian ship. This reshuffles it off the board. And since there will be more Civvies placed, this is useful.
And Starkiller/ Darth Maul is there. His normal ability seems really good, on par with Apollo. The first two Raider attacks in his space automatically miss.
There was only enough room for 4 of you on these airwaves. Unfortunately there are 6 of you. So it is time for you to settle this like gentlemen, with a rumble.
You know the rules, no messing with the hair. Oh, and also you will each be dealt 7 cards, from your choice of Politics, Leadership, and Tactics.
*Each round you will select one card for offence, one for defense.
*Each round will have a designated attack direction. First round player to your right. It will shift over one to the right every round (so round 2 two seats right, round 3 across from you, etc.).
*If the attack card is higher than your targets defense, they take 1 damage.
*In case of a tie, it settles rock, paper, scissors. Politics beats Leadership. Leadership beats Tactics. Tactics beat Politics.
*Players are eliminated when they take 3 damage. The last 4 standing are then seated.
*If multiple players are eliminated at the same time, then highest remaining card wins.
*Every 3 rounds you discard any remaining cards and draw new
However there is one wrinkle, some players get bonus draws to start. The last round of winners get +1 card, and players get +1 for every game they sat out.
@CraigM I am travelling right now so I will probably hold up the deathmatch since it is MAX HIGH INTENSITY. I’ve also played in many of the last games, so I’ll withdraw.