Sorry, but I haven't found any answers to these questions, yet:
1) I think I have this one, I just wanted confirmation. In one game, our first three Crises Cards were all Basestars. Assuming, of course, that even with the two Basestars already in play you still setup all the other ships, then we wound up with ALL vipers activated. That meant there were none in the reserves that Starbuck could launch from. I found the rule that says she "may choose to move a viper from any space area to the "Reserves" so that (s)he may pilot it." We agreed that was all together one action (basically we moved the viper to a launch area and put her in it). BUT it could be argued that she has to use an action to move the viper to the reserves and then another to launch it. Which way would it be?
2) Except for the above, is there any way to move a viper to the reserves (e.g. land a viper)? For example, all our vipers are in the wrong spot(s), can we use the Command Center to move one or two to the reserves and then launch them?
2b) What about Apollo's CAG ability where he can launch six vipers?
3) Re: Apollo's "teleport" ability. Technically, even when Apollo is already in a viper, he can choose to pilot a viper just placed on the board from the reserves. So in one game, I was at the back of the ship and destroyed two raiders. Next turn a Basestar Crisis popped up and I 'teleported' to protect the civilian ships. The question is: what happens to the old viper? We ruled that since he didn't 'technically' (game-wise) land on the ship then the viper simply remained where it was.
4) Apollo is in the Command Center and receives an XO. This means he could launch a viper and move it three spaces. However, what happens if he jumps into it (which he HAS to do before it moves)? As soon as he jumps in, doesn't that mean he can't activate it again from the command center (e.g. all he could do is launch a viper beforehand)?