I've adopted three house rules when running the Ionian Nebula option with Pegasus (an awesome option I think a lot of people are overlooking; give it a few goes before writing it off like New Caprica!). Written in my best imitation of Fantasy Flight's ocasionally pedantic prose, here they are:
HOUSE RULE 1: DUAL-LOCATION ALLIES
Certain Ally Cards represent "dual-location Allies", which are each associated with two locations instead of one: their printed location, and a second location on Pegasus.
- Helena Cain (Command / Pegasus CIC)
- Louis Hoshi (Communications / Pegasus CIC)
- Lee “Apollo” Adama (Hangar Deck / Pegasus CIC)
- Brother Cavil (Research Lab* / Airlock)
- Ellen Tigh (Admiral’s Quarters / Airlock)
- Tory Foster (Administration / Airlock)
- Leoben Conoy (Communications / Main Batteries)
- Kendra Shaw (Weapons Control / Main Batteries)
- “Chief” Galen Tyrol (Hangar Deck / Engine Room)
* Huh? Anyways, moving on...
When a dual-location Ally is in play, a player who ends his Movement step in either of that ally’s locations must encounter that Ally as normal, unless that location is damaged (see below). When placing a dual-location Ally, place the corresponding Ally token on their printed location, and place their Ally Card near their associated Pegasus location.
Dual-Location Allies & Damaged Locations
If a dual-location Ally is in play when one of its locations is damaged or destroyed, the Ally is discarded and a new one is drawn as normal (even if its alternate location remains intact). If a dual-location Ally is drawn while one of its locations is damaged or destroyed, that Ally is NOT discarded: It is placed as normal, following the rules in the above paragraph (even if that means placing an Ally token on a location with a damage token).
Dual-location Allies are not encountered by players in damaged locations (but could be encountered there once the location is repaired).
Example: Tory Foster, a dual-location Ally (Administration/Airlock) is in play when Colonial One is destroyed by the “Bomb On Colonial One” Super Crisis Card. Even though one of her locations remains intact (the Airlock), Tory Foster is still discarded along with any other Allies on Colonial One. "Chief" Galen Tyrol, a dual-location Ally (Hangar Deck/Engine Room), is drawn to replace Tory Foster. If both of the Chief's locations are currently damaged or destroyed, he is discarded and replaced as normal. Otherwise, he remains in play, and must be encountered by players ending their Movement step in either the Hangar Deck or the Engine Room, unless that location is damaged at the time.
HOUSE RULE 2: AIRLOCK TRAUMA TOKENS
This house rule and the next were both designed by our group together, and are intended to create a palpable distinction between Airlock'ing someone with Treachery, and Airlock'ing someone by the "rule of law" (Politics) or military maneuvering/fiat (Tactics).
When placing Trauma tokens on the “Brig” and “Sickbay” during the Setup phase, also place two Trauma tokens facedown on the “Airlock” location. Unlike the Galactica location Trauma tokens, the Airlock Trauma tokens are not automatically acquired by players during the Movement step. Instead, a player acquires both Airlock Trauma tokens when all three of the following are true:
1. The player activates the Airlock location, targeting someone for execution.
2. The Airlock skill check succeeds, executing the intended target.
3. The skill check would NOT have succeeded without the help of Treachery Skill Cards.
In other words, any time someone is executed via an Airlock skill check, determine whether the Airlock skill check would have passed without counting any Treachery Skill Cards that were played into it. If so, the player who activated the Airlock location does not receive the Airlock Trauma tokens. Otherwise, the player acquires both of them according to the normal rules for acquiring Trauma tokens, and replaces them from the pool of unused tokens.
Example:* Ellen Tigh activates the Airlock location, targeting Helena Cain for execution. The resulting skill check has a total strength of 13 (10 Politics and 3 Treachery), which is enough to execute Cain.
If Cain were in the Brig at the time, the difficulty of the check would have been 8. Because the 10 strength in Politics was enough to succeed with or without the "help" of Treachery, Ellen Tigh would not acquire the two Airlock Trauma tokens.
But, if Cain were not in the Brig at the time, the difficulty of the check would have been 12. In this case, Treachery was necessary to pass the check. Helena Cain is still executed, but Ellen Tigh would acquire both Airlock Trauma tokens (and, if either of them show the disaster symbol, would be executed immediately after resolving Cain’s execution).
* Note that this example doesn't add up if you also adopt the changes to the Airlock location described below, but the Brig/no-Brig thing made the math easy so I rolled with it.
HOUSE RULE 3: EXECUTIONS & THE RULE OF LAW
The Airlock location, in addition to incorporating the wall of text above, now has a difficulty of 10 and reads as follows:
Action: Choose a character and pass this Skill check to execute him. If that character is NOT in the "Brig", all Politics Cards in the Skill check count as zero strength unless the player activating this location declares the Skill check to be Reckless. (This replaces the "-4 difficulty if the target is in the Brig")
--- OK. I was going to clean things up a bit and pare down the words, but honestly Fantasy Flight, UPGRADE YOUR @&$%ing FORUM. No preview, a grey edit link in tiny letters on a grey background, an underline button that doesn't underline, and an input field that bounces around so much it feels like a game of keep-away every time I hit Enter. I swear I've had to edit this WYSINOTWYG thing like ten times.