1. Cylon Attack Crisis: During the "setup" part of this kind of crisis card, do you place all the ships it lists IN ADDITION to those already on the board? What if it tells you to place two battlestars, for example, in a specific space, but you already have two on the board that may not be where it asks you to place them?
Yes you leave everything that is already out on the board. If you run out of Ships (like the basestars) the current player picks which one(s) to remove from the board to use with the new attack card. A good example would be if you have 2 basestars out and you draw a Cylon Attack Card with a basestar on it. The current player chooses one of the basestars that is already on the board, takes it off, and then puts it back on bases on the new attach card.
2. Heavy Raiders: Unlike raiders, when activated can heavy raiders move in spaces that have vipers and/or civilian ships, or must they wait til those ships move or are destroyed as they are "in the way"?
Yes heavy raiders can move into sectors that have Vipers and Civilian ships, they also don't wait for those ships to be destroyed before moving on in their pursuit to board Galactica.
3. Raptors: Is there any other purpose for them besides risking them for rewards? Do they ever "go" anywhere? I'm curious because the models are nicely detailed and it would be a shame if that's put to waste with them just sitting in the reserve.
They're just there to risk. However, In the New Daybreak expansion they are adding new Assult Raptors.
4. Vipers & Raptors: Besides the models themselves, is anything of great importance lost if vipers or raptors are destroyed?
Well if you loose all your Vipers it's harder to defend Galactica, also if you loose all your raptors you can't send them on scouting missions any more.
5. Basestars: Do basestars move when activated, or must they always attack Galactica and only Galactica?
No, they just sit there and shoot at Galactica.
6.Admiral: When selecting between the two destination cards when jumping, does he show the other players the other card before he places it under the deck?
No, if he's a Cylon he might be picking a "bad" destination and you need to keep his other option a secret. Even if he's not a Cylon he still needs to keep it secret. After all the Cylons are revealed I wouldn't have a problem with the Admiral talking more about what his choices are though.
7. Jumping: Is there a way to get rid of distance numbers? Also, on page 14 of the rule book, there's a jump example where it tells us in step 4 that the total (in the example) doesn't exceed 4 or 8, when it clearly does; 2 + 1 + 3= 6 … it should mark the sleeper phase, right? Am I missing something here?
No your Distance will always go up. The Distance in the Example was already 4 so the Sleeper agent phase had alredy happened earlier in the game.
8.Skill Cards: Can EVERYONE activate skill card abilities if the timing is appropriate, even if it's not their turn? Example: Declare Emergency - "Play after strength is totaled in a skill check to reduce its difficulty by 2." Does it have to be the turn player? Can other players use similar cards to reduce the difficulty further, besides "Declare Emergency?" (Only 1 of that card could be played per skill check). Is there an order to this or do people just start slapping down cards?
Yes if the timing is right you can play your skill card no matter who's turn it is. If multiple people want to play skill cards at the same time the Current player chooses who plays theirs first
9. Sympathizer: Is there a reason why this card can only beused in 4 and 6 player games? Why not 5?
It's used to balance out the 4/6 player game, if you do really well early then there will be 3 Cylons if you aren't doing so hot you get a Human (maybe a Cylon) in the Brig. If you put it in the 5 player game you would have to take out one of the Cylon cards to make it work, and that would make it easier. Otherwise you could end up with 2 humans and 3 Cylons which would be much harder.