Name Set ImageFile Cost_Influence Type SubType Diplomacy Intrigue Psi Leadership Military Marks Rarity Fixeds Collector Text A Brighter Future [Pr] Premier 01-001_a_brighter_future Conflict Diplomacy Rare 2 01-001 R2 If this conflict succeeds by 10 or more, this card becomes a Babylon 5 enhancement. While it is in play, Babylon 5 gains +1 influence each turn there is no war. If the conflict succeeds by 20 or more, Babylon 5 gains an additional +1 influence each turn no one initiates a Military conflict. A Good Bluff [Pr] Premier 01-002_a_good_bluff 1 Event Common 2 Non-Aligned 01-002 C2 All players may use Diplomacy to support or oppose a target Intrigue conflict. A Rising Power [Pr] Premier 01-003_a_rising_power Agenda Common 2 01-003 C2 Rotate this agenda to provide +5 support to any Diplomacy conflict that will give you influence. Count each 10 Diplomacy you have from ready characters you control as +1 power. Accident [Pr] Premier 01-004_accident 3 Event Common 2 01-004 C2 Target one character or fleet. Target suffers 1 point of damage. Adira Tyree [Pr] Premier 01-005_adira_tyree 5 Character Centauri 3 Fixed 2 Centauri 01-005 F2 After every time Adira Tyree attacks or is attacked without being neutralized, she gains +1 Intrigue. [ERRATA] Affirm Alliance Premier 01-006_affirm_alliance Event Fixed 2 Centauri, Human, Narn 01-006 F2 Rotate your ambassador to sponsor or promote a character at a cost reduced by half the ambassador's Diplomacy. Affirmation of Peace Premier 01-007_affirmation_of_peace Conflict Diplomacy Fixed 2 Human, Minbari 01-007 F2 If this conflict succeeds, all tensions for all players are lowered by 1. Also if this conflict succeeds, hold a Babylon 5 vote. if the vote passes you and Babylon 5 each gain 2 influence. Affirmation of Power [Pr] Premier 01-008_affirmation_of_power Conflict Diplomacy Fixed 2 Human, Minbari 01-008 F2 If successful, you and Babylon 5 each gain 1 influence. If the conflict succeeds by 10 or more, you and Babylon 5 each gains an additional influence. If the conflict fails, you and Babylon 5 each lose 1 influence. Alliance of Races Premier 01-009_alliance_of_races Agenda Human Fixed 2 Human 01-009 F2 You may transfer 1 influence per turn to Babylon 5. If Babylon 5 reaches 20 influence before the Shadow War begins, count Babylon 5's influence as power. Alliance [Pr] Premier 01-010_alliance Conflict Diplomacy Common 2 Non-Aligned 01-010 C2 Target another race with whom you have a mutual tension of 1 and no Alliance. If successful, there is a state of Alliance between your two races. You each gain +1 influence for each 5 influence your ally has. If your two races ever go to war, the state of Alliance ends and you each lose 1 influence for each 5 influence your ally has. [ERRATA] Approval of the Grey [Pr] Premier 01-011_approval_of_the_grey Aftermath Minbari Won Fixed 2 Minbari 01-011 F2 Target one of your supporting characters who is a Grey Council member. Promote that character to the Inner Circle. Armed Resistance [Pr] Premier 01-012_armed_resistance 4 Enhancement Location Uncommon 2 01-012 U2 Target a location you played which was conquered. The unrest level of the current controller of the location increases by 1. You may initiate an extra Intrigue conflict each turn. If you win this conflict by 10 or more, you reconquer the location and this enhancement is discarded. Armistice [Pr] Premier 01-013_armistice Event Common 2 01-013 C2 Rotate your ambassador. If the mutual tensions of two races at war are each below 4, the war ends during the draw round. As It Was Meant To Be [Pr] Premier 01-014_as_it_was_meant_to_be Agenda Major Destiny Rare 2 01-014 R2 If the top card on your discard pile is a character, enhancement, group or fleet you may purge a Destiny Mark as an action to put that card into your hand. Your ambassador gains a Destiny mark each time you initiate and win a conflict. Count each character you control with a Destiny Mark as 1 power. [ERRATA] Ashan [Pr] Premier 01-015_ashan 4 Character Minbari 1 1 Fixed 2 Minbari 01-015 F2 [b]Religious Caste.[/b] Assault Troops [Pr] Premier 01-016_assault_troops 4 Enhancement Faction Uncommon 2 01-016 U2 For every influence the target player applies, he may apply +2 Military support to a Military conflict targeting a location. Assigning Blame Premier 01-017_assigning_blame Aftermath Lost Fixed 2 Human, Minbari, Narn 01-017 F2 Target ambassador loses 2 Diplomacy. Attacking Pawns [Pr] Premier 01-018_attacking_pawns Conflict Intrigue Doom Common 2 01-018 C2 Your ambassador gains a Doom Mark. Target another player's supporting character. If you succeed by 5 or more, discard the target character. If you succeed by 10 or more, gain +1 influence. [ERRATA] Avert Incident [Pr] Premier 01-019_avert_incident 4 Event Common 2 01-019 C2 Tension levels toward your race cannot increase for the rest of the turn. Babylon 5 Unrest [Pr] Premier 01-020_babylon_5_unrest 6 Enhancement Babylon 5 Rare 2 01-020 R2 Babylon 5 loses 1 influence each turn during the draw round. Any player may initiate a Diplomacy conflict with 5 automatic opposition; if this conflict is successful, discard this enhancement. Backroom Dealing [Pr] Premier 01-021_backroom_dealing 7 Enhancement Character Uncommon 2 01-021 U2 Target your ambassador. During a vote, you may alter one "abstain" vote cast by an ambassador beside the Vorlons (whether actively played or not) to a "yes" or "no". Apply any amount of influence when you do this. Any player may apply 1 more influence than you applied to return the vote to "abstain". Balance [Pr] Premier 01-022_balance Event Fixed 2 Centauri 01-022 F2 No player may apply more influence during this turn than the current influence rating of the least influential player. Battle Tested [Pr] Premier 01-023_battle_tested Aftermath Military Participant Uncommon 2 01-023 U2 Target a character who led a participating fleet. Increase the target's Leadership by 1. If the target's fleet supported a Lost conflict or opposed a won conflict, the total damage he can sustain drops by 2. Bester [Pr] Premier 01-024_bester 12 Character Human 5 12 Rare 2 01-024 R2 [b]Psi Cop.[/b] You must draw 2 free cards (instead of 1) per turn while you control Bester. Bester cannot become an Inner Circle character. [ERRATA] Bio-Weapon Discovery [Pr] Premier 01-025_bio-weapon_discovery Conflict Intrigue Rare 2 01-025 R2 Target one fleet you control. If you win by 5 or more, this conflict becomes a fleet enhancement for that fleet. During each ready round, place a bio-weapon token on the fleet. The target fleet gains +1 Military for each bio-weapon token to a maximum of +5. If you lose by 5 or more, discard one supporting or non-ambassador Inner Circle character. [ERRATA] Black Market [Pr] Premier 01-026_black_market Conflict Intrigue Doom Uncommon 2 01-026 U2 Your ambassador gains a Doom Mark. If successful, this card becomes a faction enhancement which reduces the cost for you to play or sponsor any card by 1 for each Inner Circle character you rotate when playing the card. [ERRATA] Blockade [Pr] Premier 01-027_blockade Conflict Military Rare 2 01-027 R2 Target one race with whom you have a tension of 4 or 5. If successful, reduce the influence rating of all factions of the target race to the level at which they began the turn (to a minimum of 10). Those factions cannot gain any more influence this turn, and this conflict is returned to you hand. [ERRATA] Blood Oath [Pr] Premier 01-028_blood_oath Aftermath Lost Strife Uncommon 2 01-028 U2 Target a participant character, and choose a player whose character opposed the conflict. The target participant character gains a Strife Mark when attacking characters controlled by that player. Book of G'Quan Premier 01-029_book_of_gquan 8 Enhancement Narn Character Destiny Fixed 2 Narn 01-029 F2 Limited. Target character gains +2 Diplomacy and +1 Leadership while enhanced by this card. Character gains a Destiny Mark. Border Raid [Pr] Premier 01-030_border_raid Conflict Military Fixed 2 Centauri, Human, Narn, Non-Aligned 01-030 F2 Target another faction. Only the following cards can participate in this conflict: One fleet from you and your target, and leaders for those fleets. If this conflict is uncontested, the target loses 1 influence. If you win by 5 or more, gain +1 influence. Tensions between your races increase by 1. [ERRATA] Campaign for Support [Pr] Premier 01-031_campaign_for_support Conflict Diplomacy Common 2 01-031 C2 Any player may be supported in this conflict. Whichever player generates the highest total gains an influence bonus on his next turn equal to the amount by which he exceeded the next highest total. This influence may only be applied to sponsor a new character, and it does not count towards power. Carn Mollari [Pr] Premier 01-032_carn_mollari 4 Character Centauri 1 1 Fixed 2 Centauri 01-032 F2 Carpe Diem [Pr] Premier 01-033_carpe_diem 5 Event Rare 2 01-033 R2 Each player may only play Carpe Diem once per game. Select an event in your discard pile. Show that card to your opponents. Put that event in your hand. [ERRATA] Casualty Reports [Pr] Premier 01-034_casualty_reports Aftermath Military Participant Rare 2 01-034 R2 Each player with a participant supporting character who led a fleet in the conflict must discard one of those characters. (Discard this aftermath after play.) [ERRATA] Catherine Sakai [Pr] Premier 01-035_catherine_sakai 5 Character Neutral 1 Uncommon 2 01-035 U2 Rotate Catherine Sakai and apply 5 influence. Go through your deck until you find the first location. Put the location in your hand and shuffle your deck. Censure [Pr] Premier 01-036_censure 1 Enhancement Fleet Uncommon 2 01-036 U2 Rotate your ambassador and select a target fleet. Call a Babylon 5 vote. If the vote passes, Babylon 5 gains +1 influence and the target fleet loses Military equal to half Babylon 5's influence, rounded up, to a minimum ability of 1. Centauri Agent [Pr] Premier 01-037_centauri_agent 4 Character Centauri 3 Fixed 2 Centauri 01-037 F2 Multiple. Centauri Aide [Pr] Premier 01-038_centauri_aide 3 Character Centauri 2 Fixed 2 Centauri 01-038 F2 Multiple. Centauri Captain [Pr] Premier 01-039_centauri_captain 3 Character Centauri 2 Fixed 2 Centauri 01-039 F2 Multiple. Centauri Prime Premier 01-040_centauri_prime 10 Location Centauri 20 Fixed 2 Centauri 01-040 F2 Location's Military may only be used to oppose conflicts targeting this location. Whenever you gain influence from a conflict, rotate this location to gain +1 additional influence. Centauri Telepath [Pr] Premier 01-041_centauri_telepath 7 Character Centauri 1 5 Common 2 01-041 C2 Rotate Centauri Telepath to look at 3 random cards from one player's hand. You may place one of these cards on the top of his deck. Change of Plans [Pr] Premier 01-042_change_of_plans Event Common 2 01-042 C2 Target all of your characters who are currently participants in the one conflict. Apply 2 influence per targeted character. Ready the targeted characters. The support or opposition of those characters no longer applies to the conflict. They cannot participate in the same conflict again. [ERRATA] Changing Opinion [Pr] Premier 01-043_changing_opinion 1 Event Common 2 01-043 C2 Move one of your own tension levels up or down 1. Chaos Reigns [Pr] Premier 01-044_chaos_reigns 1 Event Common 2 01-044 C2 Requires 2 Shadow Marks to play. Shuffle your hand into your deck. Draw a new hand of cards, equal in size to the number of Shadow Marks you have. All other players with Shadow Marks may do the same. Chrysalis [Pr] Premier 01-045_chrysalis Event Minbari Uncommon 2 01-045 U2 Requires 2 Vorlon Marks and the Triluminary. Rotate Delenn. Replace Delenn with Delenn transformed from your hand, and transfer her aftermaths and enhancements. Your unrest increases by 2. Neutralize Delenn transformed. Colonial Fleet (Centauri) [Pr] Premier 01-046_colonial_fleet_(centauri) 4 Fleet Centauri 4 Fixed 2 Centauri 01-046 F2 Multiple. Can only participate in conflicts targeting you unless you are at war. Colonial Fleet (Human) [Pr] Premier 01-047_colonial_fleet_(human) 4 Fleet Human 4 Fixed 2 Human 01-047 F2 Multiple. Can only participate in conflicts targeting you unless you are at war. Colonial Fleet (Minbari) [Pr] Premier 01-048_colonial_fleet_(minbari) 6 Fleet Minbari 6 Fixed 2 Minbari 01-048 F2 Can only participate in conflicts targeting you. Colonial Fleet (Narn) [Pr] Premier 01-049_colonial_fleet_(narn) 4 Fleet Narn 4 Fixed 2 Narn 01-049 F2 Multiple. Can only participate in conflicts targeting you unless you are at war. Combat Experience [Pr] Premier 01-050_combat_experience Aftermath Military Participant Common 2 01-050 C2 Participant character gains +1 Leadership. Commerce Raiding [Pr] Premier 01-051_commerce_raiding 7 Enhancement Global Uncommon 2 01-051 U2 All Free Trade states are suspended (they are not in effect), and your faction has +1 influence rating while Commerce Raiding is in play. Any player may initiate a Military conflict with 10 automatic opposition. If this conflict is successful, discard this enhancement. [ERRATA] Commercial Telepaths [Pr] Premier 01-052_commercial_telepaths 6 Group Uncommon 2 01-052 U2 Multiple. Rotate this group and target a character who is not targeted by Commercial Telepaths. That character gains a bonus to his Diplomacy equal to half his Psi, rounded up, while this group remains rotated. [ERRATA] Compatible Goals [Pr] Premier 01-053_compatible_goals Conflict Diplomacy Uncommon 2 01-053 U2 If this conflict succeeds by 5 or more, this card becomes aftermath targeting your ambassador. Your ambassador may sponsor characters from any race whose ambassador is not in play at 2 less influence cost. Competing Interests [Pr] Premier 01-054_competing_interests 5 Event Rare 2 01-054 R2 Rotate all of your characters with Vorlon marks. You cannot play any other cards requiring Vorlon marks this turn. All players must purge a number of Vorlon marks equal to half the number of Vorlon marks you have (round up). Complete Support [Pr] Premier 01-055_complete_support Conflict Diplomacy Uncommon 2 01-055 U2 Each character of your race gains +1 Diplomacy while this conflict is being resolved. If this conflict succeeds by at least five times your unrest, alter one of your tensions to any level you desire. [ERRATA] Concealed Weapon [Pr] Premier 01-056_concealed_weapon 3 Enhancement Character Strife Common 2 01-056 C2 [b]Weapon.[/b] May not be used with any other Weapon enhancement. Target character gains a Strife Mark. [ERRATA] Concentrated Effort [Pr] Premier 01-057_concentrated_effort 5 Event Common 2 01-057 C2 You may initiate a second conflict during next turn's conflict round. This second conflict must be from a conflict card. [ERRATA] Condemn Deportations [Pr] Premier 01-058_condemn_deportations Conflict Diplomacy Common 2 01-058 C2 Target another race. If this conflict is successful, the tensions of all races toward the target race increase by 1. If any race was already at 5 tension toward the target race when this tension increase occurred, each faction of the target race loses 1 influence. [ERRATA] Conflicting Desires [Pr] Premier 01-059_conflicting_desires 5 Event Rare 2 01-059 R2 Rotate all your characters with Shadow Marks. You cannot play any other cards requiring Shadow Marks this turn. All players must purge a number of Shadow Marks equal to half the number of Shadow Marks you have (rounded up). Conflicting Loyalties [Pr] Premier 01-060_conflicting_loyalties 10 Event Rare 2 01-060 R2 Sponsor a limited character someone else has in play. Both copies of the character become rotated supporting characters. Whoever applies the most influence to promote the character on the next turn keeps the character, the other discards him (both discard if tied). You must apply at least the amount you would normally require to promote the character. Confusion in Chaos [Pr] Premier 01-061_confusion_in_chaos Event Common 2 01-061 C2 Requires 2 Shadow Marks to play. The action round ends. Apply any amount of influence when played. When played, any player may apply more influence than you applied to continue the round. Consolidated Position [Pr] Premier 01-062_consolidated_position Conflict Diplomacy Rare 2 01-062 R2 Only members of your race may participate in this conflict. If the conflict is uncontested and support exceeds at least your unrest times 5, this card becomes an aftermath targeting your ambassador. While in effect, no other player may play aftermath cards targeting your ambassador. Contact with Shadows [Pr] Premier 01-063_contact_with_shadows 1 Event Shadow Common 2 01-063 C2 The Shadows gain 1 influence. Target character you control gains a Shadow Mark. Contact with Vorlons [Pr] Premier 01-064_contact_with_vorlons 1 Event Vorlon Fixed 2 Minbari 01-064 F2 The Vorlons gain 1 influence. Target character you control gains a Vorlon Mark. Coordinated Fire [Pr] Premier 01-065_coordinated_fire Event Common 2 01-065 C2 Rotate two of your fleets who can participate in the same conflict. Both fleets attack a participant fleet of your choice, but the attacked fleet only damages one of your two fleets (his choice) in return. [ERRATA] Counterintelligence [Pr] Premier 01-066_counterintelligence 8 Group Rare 2 01-066 R2 Multiple. Rotate and target an Intrigue conflict. Your characters participating in that conflict take half damage, rounded up, when attacked Court the Rebellious [Pr] Premier 01-067_court_the_rebellious Conflict Intrigue Common 2 01-067 C2 If you win the conflict by 5 or more, this conflict becomes a faction enhancement for you which, when you sponsor a character loyal to a race beside your own, reduces the character's cost by his race's unrest. Covert Allies [Pr] Premier 01-068_covert_allies 8 Enhancement Character Rare 2 01-068 R2 The target character gains a bonus to his Intrigue equal to half his Diplomacy (excluding any bonus from Power Posturing), rounded up. This bonus is recalculated each determine initiative step. [ERRATA] Crisis of Self [Pr] Premier 01-069_crisis_of_self Aftermath Lost Uncommon 2 01-069 U2 Cannot target an ambassador. Rotate target participant character if he is ready. Owner must apply twice the character's influence cost to ready him. Discard this aftermath when this cost is applied. [ERRATA] Crusade [Pr] Premier 01-070_crusade Conflict Military Rare 2 01-070 R2 If successful, Babylon 5 gains +1 influence and this conflict gets returned to your hand. Crystal Cities Premier 01-071_crystal_cities 6 Enhancement Minbari Location Fixed 2 Minbari 01-071 F2 Rotate this enhancement and apply influence. For each 3 influence you apply, add +1 support or opposition to one Diplomacy conflict. Cut Supply Lines [Pr] Premier 01-072_cut_supply_lines 1 Event Common 2 Non-Aligned 01-072 C2 All players may use Intrigue to support or oppose a target Military conflict. Cynthia Torqueman [Pr] Premier 01-073_cynthia_torqueman 5 Character Neutral 1 Uncommon 2 01-073 U2 [b]Media Character.[/b] Rotate Cynthia Torqueman to support or oppose any number of conflicts at the same time. You decide whether she supports or opposes each conflict. [ERRATA] Damage Control Team [Pr] Premier 01-074_damage_control_team 6 Group Rare 2 01-074 R2 Multiple. Rotate and target one of your fleets. That fleet takes half damage, rounded up, when attacked for the rest of the turn. Dan Randall [Pr] Premier 01-075_dan_randall 7 Character Neutral 1 Common 2 01-075 C2 Media Character. Rotate Dan Randall and apply 3 influence to force another player to apply 4 influence (for no effect). Decisive Tactics Premier 01-076_decisive_tactics 1 Event Fixed 2 Centauri, Human, Narn 01-076 F2 Target character gains +2 Leadership for this turn. Target character gains an additional +1 Leadership for each Destiny Mark he has. Declaration of War [Pr] Premier 01-077_declaration_of_war Event Fixed 2 Centauri, Human, Minbari, Narn, Non-Aligned 01-077 F2 Requires a tension of 5 towards the target race. Rotate your ambassador. Your race and the target race are at war. Deep Space Fleet (Centauri) [Pr] Premier 01-078_deep_space_fleet_(centauri) 6 Fleet Centauri 5 Fixed 2 Centauri 01-078 F2 Multiple. Deep Space Fleet (Human) [Pr] Premier 01-079_deep_space_fleet_(human) 6 Fleet Human 5 Fixed 2 Human 01-079 F2 Multiple. Deep Space Fleet (Minbari) [Pr] Premier 01-080_deep_space_fleet_(minbari) 7 Fleet Minbari 6 Common 2 01-080 C2 Multiple. Deep Space Fleet (Narn) [Pr] Premier 01-081_deep_space_fleet_(narn) 5 Fleet Narn 4 Fixed 2 Narn 01-081 F2 Multiple. Defame Ambassador [Pr] Premier 01-082_defame_ambassador 1 Event Common 2 01-082 C2 All of the target ambassador's abilities are halved. This effect expires at the end of the turn. [ERRATA] Defense in Depth [Pr] Premier 01-083_defense_in_depth Agenda Uncommon 2 01-083 U2 All of your fleets gain +2 Military while you are the target of a Military conflict. All of your locations gain +5 Military. Your influence rating is increased by 1 for each location of your race you control. [ERRATA] Delenn Transformed [Pr] Premier 01-084_delenn_transformed Character Minbari 7 4 2x Destiny, 2x Vorlon Rare 2 01-084 R2 [b]Religious Caste.[/b] You may sponsor character from other races at -2 cost. The Chrysalis event is required to bring Delenn Transformed into play. Delenn [Pr] Premier 01-085_delenn Character Minbari 6 3 Destiny, Vorlon Fixed 2 Minbari 01-085 F2 [b]Minbari Starting Ambassador. Grey Council Member. Religious Caste.[/b] Demonstrative Victory [Pr] Premier 01-086_demonstrative_victory Conflict Diplomacy Rare 2 01-086 R2 Any player may be supported in this conflict. Any player who generates a total of 10 or more below the highest generated total may not gain more than 1 influence per turn for the rest of the game. If any players suffer this effect, the conflict becomes a global aftermath affecting their factions. This effect is negated for any player if his homeworld is in play. Despair [Pr] Premier 01-087_despair Aftermath Lost Rare 2 01-087 R2 Target a player with a Doom mark. Whenever the player loses a conflict, all of his characters have -1 to each ability on the following turn (minimum 0). Destiny Fulfilled [Pr] Premier 01-088_destiny_fulfilled 1 Event Fixed 2 Centauri 01-088 F2 For the rest of the turn, all your ambassador's abilities increase by +1 for each Destiny Mark he has. For an additional 5 influence, all your other characters gain +1 to each of their abilities for each Destiny Mark they have. For an additional 5 influence (11 total), this card becomes a permanent enhancement for your ambassador (with the bonus fixed at play). [ERRATA] Develop Relationship [Pr] Premier 01-089_develop_relationship Aftermath Participant Uncommon 2 01-089 U2 Target another player's supporting character, after that character supports one of your conflicts. That character gains +1 to all his abilities, but if he ever attacks your characters or opposes one of your conflicts, discard him. Dhaliri [Pr] Premier 01-090_dhaliri 8 Character Minbari 6 2 Uncommon 2 01-090 U2 [b]Grey Council Member. Religious Caste.[/b] When Dhaliri is neutralized, he suffers 1 additional point of severe damage. Diplomatic Advantage [Pr] Premier 01-091_diplomatic_advantage Aftermath Won Diplomacy Rare 2 01-091 R2 Play on your ambassador. You must have won the conflict by 10 or more strength. You may draw 2 free cards instead of 1 during the draw round. Diplomatic Blunder [Pr] Premier 01-092_diplomatic_blunder 1 Event Common 2 01-092 C2 Target ready character with Diplomacy greater than 1 has his Diplomacy lowered to 1. (Bonuses applied later this turn raise the ability from the new base of 1.) This effect expires at the end of the turn. [ERRATA] Diplomatic Corps [Pr] Premier 01-093_diplomatic_corps 8 Group Common 2 01-093 C2 Rotate and target a character. That character gains +2 Diplomacy while this group remains rotated. [ERRATA] Diplomatic Immunity [Pr] Premier 01-094_diplomatic_immunity 1 Event Common 2 01-094 C2 Target player's ambassador and ambassador's assistant cannot be attacked this turn. Disaffected Centauri [Pr] Premier 01-095_disaffected_centauri 6 Character Neutral 2 Rare 2 01-095 R2 Multiple. Each player may only have 1 Disaffected Centauri in play. While Disaffected Centauri is a member of your Inner Circle, you may sponsor Centauri characters at normal (instead of double) influence cost. If you use this ability, you cannot apply any other cost reduction. [ERRATA] Disaffected Human [Pr] Premier 01-096_disaffected_human 6 Character Neutral 2 Rare 2 01-096 R2 Multiple. Each player may only have 1 Disaffected Human in play. While Disaffected Human is a member of your Inner Circle, you may sponsor Human characters at normal (instead of double) influence cost. If you use this ability, you cannot apply any other cost reduction. [ERRATA] Disaffected Minbari [Pr] Premier 01-097_disaffected_minbari 6 Character Neutral 2 Rare 2 01-097 R2 Multiple. Each player may only have 1 Disaffected Minbari in play. While Disaffected Minbari is a member of your Inner Circle, you may sponsor Minbari characters at normal (instead of double) influence cost. If you use this ability, you cannot apply any other cost reduction. [ERRATA] Disaffected Narn [Pr] Premier 01-098_disaffected_narn 6 Character Neutral 2 Rare 2 01-098 R2 Multiple. Each player may only have 1 Disaffected Narn in play. While Disaffected Narn is a member of your Inner Circle, you may sponsor Narn characters at normal (instead of double) influence cost. If you use this ability, you cannot apply any other cost reduction. [ERRATA] Disenchantment [Pr] Premier 01-099_disenchantment Aftermath Lost Uncommon 2 01-099 U2 Demote target participant Inner Circle character, other than an ambassador, to a supporting character. The target character does not ready during the next ready round. (Discard this aftermath after play.) [ERRATA] Disgrace [Pr] Premier 01-100_disgrace Aftermath Lost Military Rare 2 01-100 R2 Target a participating supporting character. Fleets led by the character may not support or attack during conflicts initiated by his controller. Dishonor Premier 01-101_dishonor Conflict Intrigue Fixed 2 Centauri 01-101 F2 Target another player's ambassador. Diplomacy may be used to support or oppose the conflict. If successful, this card becomes an aftermath on the target ambassador, reducing all his abilities by 1 per 5 points by which the conflict succeeded (to a minimum of 0). Draal Premier 01-102_draal 6 Character Minbari 3 Fixed 2 Minbari 01-102 F2 [b]Religious Caste.[/b] When attacking or being attacked, Draal applies his damage before his opponent. Draft [Pr] Premier 01-103_draft 1 Enhancement Faction Uncommon 2 01-103 U2 If the target player is at war, his cost to sponsor fleets and any characters with Leadership 2 or higher is reduced by 1. Drazi Sunhawk [Pr] Premier 01-104_drazi_sunhawk 4 Fleet Non-Aligned 4 Common 2 Non-Aligned 01-104 C2 Multiple. Any player may sponsor this fleet at double normal influence cost. If Drazi Sunhawk becomes damaged, discard it during next draw round. Drigo Premier 01-105_drigo 8 Character Centauri 2 4 Fixed 2 Centauri 01-105 F2 You may play character enhancements on Drigo at -2 influence cost. Du'Nar [Pr] Premier 01-106_dunar 11 Character Narn 7 4 4 Uncommon 2 01-106 U2 [b]Member of the Ka'Rhi.[/b] If Du'Nar is injured but not neutralized, remove 1 damage token from him during each ready round. Du'Rog [Pr] Premier 01-107_durog 8 Character Narn 4 3 Common 2 01-107 C2 If Du'Rog is discarded from play, you may cause 4 points of damage to any Narn character. [ERRATA] Durlan [Pr] Premier 01-108_durlan 8 Character Minbari 6 1 Common 2 01-108 C2 [b]Grey Council Member. Worker Caste.[/b] Rotate to give a character +1 Leadership for the rest of the turn. Early Warning [Pr] Premier 01-109_early_warning Event Fixed 2 Minbari 01-109 F2 Rotate a character with 2 or more Vorlon Marks. Apply the Vorlon's influence as opposition to a target Intrigue conflict. The Vorlons then gain +1 influence. [ERRATA] Earth [Pr] Premier 01-110_earth 10 Location Human 15 Fixed 2 Human 01-110 F2 [b]Human Homeworld.[/b] Location's Military may only be used to oppose conflicts targeting this location. Whenever you gain influence from a conflict, rotate this location to gain +1 additional influence. Elric [Pr] Premier 01-111_elric 7 Character Neutral 4 Rare 2 01-111 R2 [b]Techno-mage.[/b] Treat Elric as a [b]Seeress[/b]. Discard Elric if the Shadow War has started. Discard Elric if you have any Shadow Marks or Vorlon Marks. Emergency Military Aid [Pr] Premier 01-112_emergency_military_aid Event Common 2 01-112 C2 For every 2 influence you apply when playing this card, apply 1 Military to support or oppose target conflict. Emperor Turhan [Pr] Premier 01-113_emperor_turhan 11 Character Centauri 9 3 Rare 2 01-113 R2 [b]Centauri Emperor.[/b] Emperor Turhan cannot become an Inner Circle character. Rotate to alter any Centauri tension by 1. [ERRATA] Energy Mines [Pr] Premier 01-114_energy_mines 6 Enhancement Narn Fleet Fixed 2 Narn 01-114 F2 All fleets attacking or being attacked by the target fleet suffer 1 point of damage before the attack is resolved. Enrage [Pr] Premier 01-115_enrage Aftermath Lost Diplomacy Uncommon 2 01-115 U2 Target ambassador must apply 1 influence each turn at the beginning of the action round, or his Diplomacy ability for the turn is 0. Establish Base [Pr] Premier 01-116_establish_base Conflict Military Uncommon 2 01-116 U2 If any fleet attacks occur this conflict, Babylon 5 loses 2 influence. If successful, this conflict becomes a faction enhancement for you. While in play, your fleets gain +1 Military, and gain additional +1 Military while you are the target of a Military conflict. Euphrates Treaty Premier 01-117_euphrates_treaty Conflict Diplomacy Fixed 2 Narn 01-117 F2 Unique. Target the Narn or the Centauri. Narn - Centauri tension drops by 1. Narn and Centauri characters gain +2 Diplomacy while participating in this conflict. If successful, the target race gains +1 influence and gains +1 additional influence for each 10 strength by which the conflict succeeded. If it fails, the other race gains both these benefits. Expeditionary Fleet (Centauri) Premier 01-118_expeditionary_fleet_(centauri) 7 Fleet Centauri 5 Fixed 2 Centauri 01-118 F2 If you have tension toward another race at 5, you may rotate this fleet to attack any fleet from that race. Fleets from that race may attack this fleet in return. Expeditionary Fleet (Human) Premier 01-119_expeditionary_fleet_(human) 7 Fleet Human 5 Fixed 2 Human 01-119 F2 If you have tension toward another race at 5, you may rotate this fleet to attack any fleet from that race. Fleets from that race may attack this fleet in return. Expeditionary Fleet (Minbari) Premier 01-120_expeditionary_fleet_(minbari) 10 Fleet Minbari 8 Fixed 2 Minbari 01-120 F2 If you have tension toward another race at 5, you may rotate this fleet to attack any fleet from that race. Fleets from that race may attack this fleet in return. Expeditionary Fleet (Narn) Premier 01-121_expeditionary_fleet_(narn) 8 Fleet Narn 6 Fixed 2 Narn 01-121 F2 If you have tension toward another race at 5, you may rotate this fleet to attack any fleet from that race. Fleets from that race may attack this fleet in return. Exploit Opportunities [Pr] Premier 01-122_exploit_opportunities Aftermath Won Intrigue Fixed 2 Centauri, Non-Aligned 01-122 F2 Target ambassador gains +1 Intrigue and +1 Diplomacy. Exploitation [Pr] Premier 01-123_exploitation 8 Enhancement Location Common 2 01-123 C2 Target another race's location you control. Treat target location as if you had originally sponsored it (you gain all benefits of the location's effect text). Exploration Premier 01-124_exploration Event Common 2 01-124 C2 Unique. Discard one of your ready fleets. Apply influence equal to the fleet's Military. You gain +1 influence for every 5 Military ability of the fleet you discarded. Extended Contacts [Pr] Premier 01-125_extended_contacts 8 Group Common 2 01-125 C2 Rotate and target a character. That character gains +2 Intrigue while this group remains rotated. [ERRATA] Extreme Sanction [Pr] Premier 01-126_extreme_sanction Conflict Diplomacy Doom Uncommon 2 01-126 U2 Your ambassador gains a Doom Mark. Target a supporting character of another faction. If successful, apply influence equal to the target character's cost. Remove the character from play. (If limited, no copy of that character can reenter play.) [ERRATA] Finish the War [Pr] Premier 01-127_finish_the_war Agenda Minbari Fixed 2 Minbari 01-127 F2 Once per turn you may lose 1 influence to raise your tension toward the Humans by 1. If your tension toward the Humans is at 5, you may declare war conflicts against human factions and they may declare war conflicts against you. [ERRATA] First Battle Fleet (Centauri) [Pr] Premier 01-128_first_battle_fleet_(centauri) 8 Fleet Centauri 7 Fixed 2 Centauri 01-128 F2 First Battle Fleet (Human) [Pr] Premier 01-129_first_battle_fleet_(human) 8 Fleet Human 7 Fixed 2 Human 01-129 F2 First Battle Fleet (Minbari) [Pr] Premier 01-130_first_battle_fleet_(minbari) 10 Fleet Minbari 9 Fixed 2 Minbari 01-130 F2 First Battle Fleet (Narn) [Pr] Premier 01-131_first_battle_fleet_(narn) 9 Fleet Narn 8 Fixed 2 Narn 01-131 F2 Fixed in Their Ways [Pr] Premier 01-132_fixed_in_their_ways 4 Enhancement Faction Vorlon Uncommon 2 01-132 U2 Requires 1 Vorlon Mark to play. Target yourself. Each turn in which you must discard a fleet to a card which required Shadow Marks to bring into play, your ambassador gains 1 Vorlon Mark. Your ambassador gains 1 Vorlon Mark when you sponsor this enhancement. Fleet Support Base [Pr] Premier 01-133_fleet_support_base 8 Enhancement Location Fixed 2 Narn 01-133 F2 Target one of your locations. Rotate this enhancement to repair up to 4 total points of damage from any combination of fleets you control. Fleet of the Line [Pr] Premier 01-134_fleet_of_the_line 10 Fleet Human 8 Rare 2 01-134 R2 This fleet gains +4 Military while participating in a Military conflict that targets you. Fleets on the Border [Pr] Premier 01-135_fleets_on_the_border 1 Event Common 2 Non-Aligned 01-135 C2 All players may use their Military to support or oppose a target Diplomacy conflict. Focus Your Efforts [Pr] Premier 01-136_focus_your_efforts Aftermath Won Uncommon 2 01-136 U2 Target one of your participant characters. Reduce one of his abilities (of 2 or more) by 2, and raise another of his abilities by 2. For My People [Pr] Premier 01-137_for_my_people Event Destiny Common 2 01-137 C2 Rotate and neutralize your ambassador. Your ambassador gains a Destiny Mark. [ERRATA] For the Common Good [Pr] Premier 01-138_for_the_common_good Event Common 2 01-138 C2 Rotate your ambassador and lose 1 influence. Babylon 5 gains 2 influence. For the Good of All [Pr] Premier 01-139_for_the_good_of_all Event Fixed 2 Narn 01-139 F2 For each of your characters or fleets that is neutralized this turn, and for each Destiny Mark you have, you gain +2 influence to use on the next turn only. This influence does not count toward power. Forced Commitment [Pr] Premier 01-140_forced_commitment 1 Enhancement Faction Rare 2 01-140 R2 Target yourself. Any war conflict initiated against you must be supported by at least two fleets or the initiator automatically loses the conflict. Apply 5 influence during the draw round, or discard this enhancement. Forced Evolution [Pr] Premier 01-141_forced_evolution Agenda Major Rare 2 01-141 R2 Requires 5 Shadow marks. Count the Shadow's influence minus the Vorlon's influence as power. You may transfer 1 influence per turn to the Shadows. Rotate agenda and apply target fleet's influence cost to neutralize 1 fleet with Military less than Shadow influence; purge 1 Shadow Mark from your faction. Forced Impairment [Pr] Premier 01-142_forced_impairment Conflict Intrigue Rare 2 01-142 R2 Target one card. If successful, this conflict becomes an enhancement on the target card. While enhanced by this card, treat the card as if its effect text were blank. Forces Collide [Pr] Premier 01-143_forces_collide Event Rare 2 01-143 R2 Requires 3 Shadow Marks to play. Target one enhancement. Apply influence equal to the cost of the enhancement, plus 1 per Vorlon Mark required to play the card. Discard the enhancement. Frederick Lantz [Pr] Premier 01-144_frederick_lantz 9 Character Human 7 Fixed 2 Human 01-144 F2 If there are any conflicts in play which can raise tension that Frederick Lantz can oppose, Frederick Lantz must oppose one. You cannot pass until he has done so. [ERRATA] Free the Souls [Pr] Premier 01-145_free_the_souls Conflict Intrigue Destiny Rare 2 01-145 R2 If this conflict is successful, discard every Soul Hunter in play. If you win by 5 or more, your ambassador gains a Destiny Mark and this card becomes aftermath. While it is in play no player may sponsor a Soul Hunter. G'Drog [Pr] Premier 01-146_gdrog 6 Character Narn 2 3 Common 2 01-146 C2 Any ready fleet led by G'Drog can take damage in place of any Narn fleet being attacked. G'Drog's fleet is then rotated. G'Kar [Pr] Premier 01-147_gkar Character Narn 5 1 3 Strife Fixed 2 Narn 01-147 F2 [b]Starting Narn Ambassador. Member of the Kha'Ri.[/b] G'Kar gains +2 Intrigue while he is the target of an Intrigue conflict. G'Sten [Pr] Premier 01-148_gsten 12 Character Narn 8 5 Rare 2 01-148 R2 [b]Narn Warleader. Member of the Kha'Ri.[/b] While ready, you may cause a Narn fleet that is attacked to suffer only half damage. If this effect is applied rotate G'Sten. Garrison Fleet [Pr] Premier 01-149_garrison_fleet 4 Fleet Centauri 4 Uncommon 2 01-149 U2 Multiple. Can only participate in conflicts targeting you. General Franklin [Pr] Premier 01-150_general_franklin 8 Character Human 3 3 Uncommon 2 01-150 U2 General Franklin gains +5 Leadership while leading a fleet that is supporting a Military conflict that targets a location. General Hague [Pr] Premier 01-151_general_hague 10 Character Human 3 3 3 Fixed 2 Human 01-151 F2 Rotate General Hague as an action to add a construction token to this card. Each time you sponsor a fleet, remove all construction tokens from General Hague. Each token removed reduces the cost for your to sponsor that fleet by 2 (to a minimum cost of 0). [ERRATA] Glory [Pr] Premier 01-152_glory Aftermath Won Diplomacy or Military Destiny Rare 2 01-152 R2 Target ambassador gains a Destiny Mark. Government Opposition [Pr] Premier 01-153_government_opposition 6 Group Rare 2 01-153 R2 Choose a race for this group to affect when its first played. Rotate and apply influence equal to the cost of a target group of that race. Treat that group as if it had no effect text for the rest of the turn. Grey Council Fleet [Pr] Premier 01-154_grey_council_fleet 13 Fleet Minbari 13 Rare 2 01-154 R2 You may only initiate Military conflicts that target a player with whom you are at war. This fleet may be promoted to your Inner Circle. If this fleet is then neutralized, treat it as an Inner Circle character until unneutralized and is not discarded. (The fleet is not otherwise treated as an Inner Circle character.) [ERRATA] Grievance [Pr] Premier 01-155_grievance Aftermath Won Uncommon 2 01-155 U2 Target the winner of the conflict. Hold a Babylon 5 vote. If the vote passes, target loses 1 influence, while you and Babylon 5 gain 1 influence. If the vote fails, you lose 1 influence. (Discard this aftermath after play.) [ERRATA] Growth in Chaos [Pr] Premier 01-156_growth_in_chaos Agenda Centauri Shadow Common 2 01-156 C2 Your ambassador gains a Shadow Mark. The cost for you to play cards requiring Shadow Marks is reduced by 1 for each Shadow Mark you have. You may rotate this agenda to give a character +1 Leadership per Shadow Mark you have for the rest of the turn. Count each 2 Shadow Marks you have as 1 power. Guilt [Pr] Premier 01-157_guilt Aftermath Won Military Participant Uncommon 2 01-157 U2 Target a character who led a fleet that made an attack during the conflict. Any fleets the character leads may not attack. Gunboat Diplomacy [Pr] Premier 01-158_gunboat_diplomacy Conflict Military Fixed 2 Centauri, Narn, Non-Aligned 01-158 F2 Target another race. If successful, players of that race lose 1 influence, and you gain +1 influence if you win by 5-9, or +2 influence if you win by 10 or more. If unsuccessful, exchange recipients of these effects. If one or more fleet attacks occur, Babylon 5 loses 1 influence and all players' tensions grow by 1 toward the race of the fleet that first attacked. [ERRATA] Harvest Souls [Pr] Premier 01-159_harvest_souls Aftermath Participant Destiny Rare 2 01-159 R2 Rotate a Soul Hunter you control. Your ambassador gains all the Destiny Marks from all supporting characters neutralized in the conflict. (Discard this aftermath after play.) [ERRATA] Hate Crime [Pr] Premier 01-160_hate_crime Conflict Intrigue Uncommon 2 01-160 U2 Target another player's supporting character. For each 5 strength by which this conflict succeeds, Babylon 5 loses 1 influence. If you succeed by 10 or more, discard target supporting character. [ERRATA] Heavy Fleet [Pr] Premier 01-161_heavy_fleet 7 Fleet Narn 6 Rare 2 01-161 R2 Multiple. Hedronn Premier 01-162_hedronn 9 Character Minbari 6 3 Fixed 2 Minbari 01-162 F2 [b]Grey Council Member. Warrior Caste.[/b] Rotate Hedronn and target a Minbari character. The target character rotates (for no effect). Hidden Agent [Pr] Premier 01-163_hidden_agent Aftermath Won Intrigue Fixed 2 Centauri 01-163 F2 Target your ambassador. Select another faction that participated in the conflict. Discard any Hidden Agent that faction has affecting your faction. The selected player must choose and show you his face-down conflict card before you choose your conflict each turn. [ERRATA] Hidden Knowledge [Pr] Premier 01-164_hidden_knowledge Event Fixed 2 Minbari 01-164 F2 Requires 2 Vorlon Marks to play. Apply up to 5 influence per player. You may look at a number of cards from the top of each player's deck equal to the amount of influence you applied for that player. Replace the cards in any order you desire. Higher Calling [Pr] Premier 01-165_higher_calling Agenda Common 2 01-165 C2 Count each 2 Destiny Marks your characters have as 1 power. Your ambassador gains +4 to each of his abilities while participating in any conflict which can result in your faction gaining a Destiny Mark. Shadow Marks and Vorlon Marks on all characters for all factions count double. [ERRATA] Hire Raiders [Pr] Premier 01-166_hire_raiders Event Doom Common 2 01-166 C2 Rotate one of your characters with Intrigue. For each influence you apply, up to a maximum of the character's Intrigue, do 1 point of damage to a target fleet. Your character gains a Doom Mark. Homeworld Fleet (Centauri) Premier 01-167_homeworld_fleet_(centauri) 7 Fleet Centauri 8 Fixed 2 Centauri 01-167 F2 Can only participate in conflicts targeting you. Homeworld Fleet (Human) [Pr] Premier 01-168_homeworld_fleet_(human) 6 Fleet Human 7 Fixed 2 Human 01-168 F2 Can only participate in conflicts targeting you. Homeworld Fleet (Minbari) Premier 01-169_homeworld_fleet_(minbari) 8 Fleet Minbari 11 Fixed 2 Minbari 01-169 F2 Can only participate in conflicts targeting you. Homeworld Fleet (Narn) Premier 01-170_homeworld_fleet_(narn) 6 Fleet Narn 7 Fixed 2 Narn 01-170 F2 Can only participate in conflicts targeting you unless you are at war. Hour of the Wolf [Pr] Premier 01-171_hour_of_the_wolf 3 Event Uncommon 2 01-171 U2 Ready an Inner Circle character who has rotated. The effect of his action is not canceled. If the character participated in a conflict, they cannot participate in that same conflict. Human Agent [Pr] Premier 01-172_human_agent 3 Character Human 2 Fixed 2 Human 01-172 F2 Multiple. Human Aide [Pr] Premier 01-173_human_aide 4 Character Human 3 Fixed 2 Human 01-173 F2 Multiple. Human Captain [Pr] Premier 01-174_human_captain 3 Character Human 2 Fixed 2 Human 01-174 F2 Multiple. Humanitarian Aid [Pr] Premier 01-175_humanitarian_aid Conflict Diplomacy Common 2 01-175 C2 Target a race that was the target of a won war conflict last turn. If successful, Babylon 5 gains +2 influence, and each faction of the target race gains +1 influence. [ERRATA] Hunted [Pr] Premier 01-176_hunted Aftermath Intrigue Participant Fixed 2 Narn 01-176 F2 Target a participant character. Two influence must be applied each time the character is readied, or he remains rotated. Hunter, Prey [Pr] Premier 01-177_hunter_prey Conflict Intrigue Common 2 01-177 C2 If successful, this card becomes a faction enhancement which you can rotate to apply 2 Intrigue support or opposition to any Intrigue conflict. ISN [Pr] Premier 01-178_isn 8 Group Uncommon 2 01-178 U2 [b]Media.[/b] Rotate this group to reverse a tension change which occurred since your last action. Immolan V [Pr] Premier 01-179_immolan_v 6 Location Centauri 15 Uncommon 2 01-179 U2 Location's Military may only be used to oppose conflicts targeting this location. Rotate this location while your ambassador is supporting a conflict to give him +3 Intrigue for the rest of the turn. Immortality Serum Premier 01-180_immortality_serum Conflict Diplomacy Rare 2 01-180 R2 Unique. Any player may be supported in this conflict. Whichever player has the most support gains +2 influence and all players' tensions toward that player increase by 1. Any player may use Military to support. If this is done, Babylon 5 loses 2 influence, and all players' tensions toward the player who first used Military increase by 1. Imperial Telepaths [Pr] Premier 01-181_imperial_telepaths 10 Group Centauri Rare 2 01-181 R2 Rotate to draw the top 2 cards from your deck. Then, place 3 cards from your hand at the bottom of your deck. Imperialism [Pr] Premier 01-182_imperialism Agenda Common 2 01-182 C2 Your ambassador gains +2 Leadership. Gain +2 influence for each location you capture. Lose 2 influence if a location you control is captured. You may use captured locations as if they were your own. [ERRATA] In the Line of Duty [Pr] Premier 01-183_in_the_line_of_duty Aftermath Participant Uncommon 2 01-183 U2 Play when a limited supporting character was neutralized during an attack. Remove the character from play. (No copy of the character can reenter play.) (Discard this aftermath after play.) [ERRATA] Inevitable Destiny [Pr] Premier 01-184_inevitable_destiny Aftermath Participant Rare 2 01-184 R2 Target a conflict that was just resolved. Go through your deck until you find the first aftermath playable on that conflict, then play it. Shuffle your deck. (Discard this aftermath after play.) [ERRATA] Infiltrate and Exploit [Pr] Premier 01-185_infiltrate_and_exploit Agenda Uncommon 2 01-185 U2 Apply 5 influence to initiate an Intrigue conflict. Choose one of the following goals, which will occur if successful: Gain +1 influence; Your target loses 1 influence; Choose a target ability, your ambassador will gain a permanent bonus (which can accumulate) of +1 to that ability. [ERRATA] Influential Lords [Pr] Premier 01-186_influential_lords 10 Group Centauri Uncommon 2 01-186 U2 If a conflict can increase Centauri influence, rotate this group to provide +5 Diplomacy or +3 Intrigue in support of the conflict. Internal Strife [Pr] Premier 01-187_internal_strife 1 Event Common 2 01-187 C2 Target player's unrest increases by 1. Interstellar Corporation [Pr] Premier 01-188_interstellar_corporation 4 Group Common 2 01-188 C2 Multiple. Any other willing player may apply influence for you on your turn with your permission. That player may require you to apply the same amount of influence for him during any of his actions on a future turn. Intolerable Interference [Pr] Premier 01-189_intolerable_interference Aftermath Lost Uncommon 2 01-189 U2 Play after a conflict you initiated. Target one player who opposed your conflict, or attacked one of your characters, but who was not a target of the conflict. Increase your tension toward that player by 2. (Discard this aftermath after play.) [ERRATA] Intrigues Mature [Pr] Premier 01-190_intrigues_mature 1 Event Common 2 Non-Aligned 01-190 C2 All players may use Intrigue to support or oppose a target Diplomacy conflict. Ipsha Battleglobe [Pr] Premier 01-191_ipsha_battleglobe 2 Fleet Non-Aligned 4 Uncommon 2 01-191 U2 Any player may sponsor this fleet. Apply 2 influence when you rotate Ipsha Battleglobe. The first player each turn to pay 2 influence to the Ipsha Battleglobe takes control of the fleet. A player may apply this cost even if he already controls the fleet. Isolated [Pr] Premier 01-192_isolated 1 Enhancement Character Uncommon 2 01-192 U2 Rotate your ambassador and select a target character. Call a Babylon 5 vote. If the vote passes, B5 gains +1 influence and the target character loses Intrigue equal to half of Babylon 5's influence, rounded up, to minimum ability of 1. Isolationism [Pr] Premier 01-193_isolationism 1 Enhancement Faction Uncommon 2 01-193 U2 Target your faction. When players not of your race sponsor characters of your race, the cost for the character increases by an amount equal to your tension toward their race. Apply influence equal to your lowest tension during the draw round, or discard this enhancement. [ERRATA] It Will Be His Undoing [Pr] Premier 01-194_it_will_be_his_undoing Aftermath Lost Rare 2 01-194 R2 Target player loses 1 influence for each Doom Mark he has. Purge all his Doom Marks. (Discard this aftermath after play.) [ERRATA] Ja'Doc [Pr] Premier 01-195_jadoc 6 Character Narn 2 4 Fixed 2 Narn 01-195 F2 While ready, you may negate any event being played. Discard Ja'Doc when this effect is used. Jason Ironheart Premier 01-196_jason_ironheart 10 Character Neutral 10 Rare 2 01-196 R2 Unique. Jason Ironheart gains +2 Psi during each ready round. If Jason Ironheart's Psi is 20 or higher during the resolution round, discard him. Jason Ironheart cannot become an Inner Circle character. Jeffrey Sinclair [Pr] Premier 01-197_jeffrey_sinclair Character Human 4 3 Destiny Fixed 2 Human 01-197 F2 [b]Starting Human Ambassador.[/b] Rotate Jeffrey Sinclair to prevent the Minbari tension toward the Humans from increasing for the rest of the turn. Jha'Dur Premier 01-198_jhadur 10 Character Neutral 5 Rare 2 01-198 R2 Unique. Any fleet may rotate to attack a fleet led by Jha'Dur. John Sheridan [Pr] Premier 01-199_john_sheridan 10 Character Human 4 2 4 Destiny Rare 2 01-199 R2 John Sheridan may replace Jeffrey Sinclair. Whenever John Sheridan gains a mark of a type he does not have, he gains an additional mark of that type. Rotate John Sheridan as an action and play a conflict card. You must apply 3 influence (in addition to any other requirements) for each prior action you have had this turn to initiate this additional conflict. [ERRATA] Judgement by Success [Pr] Premier 01-200_judgement_by_success 3 Enhancement Faction Uncommon 2 01-200 U2 Target one player. Whenever that player wins a conflict, reduce his unrest by 1. Whenever that player loses a conflict, increase his unrest by 1. Kalain Premier 01-201_kalain 9 Character Minbari 2 4 Fixed 2 Minbari 01-201 F2 [b]Warrior Caste.[/b] The fleet Kalain is leading may rotate to attack a Human fleet. Human fleets may attack Kalain's fleet in return, and Human - Minbari tension grows by 1. Kalain may not lead the Homeworld fleet, Picket fleet, or Colonial fleet. Discard if his fleet is neutralized. Kha'Mak [Pr] Premier 01-202_khamak 11 Character Narn 8 Fixed 2 Narn 01-202 F2 [b]Representative of the Kha'Ri.[/b] Cannot become an Inner Circle character. Rotate to reduce the cost of the next Narn character you sponsor this turn by 2. Your influence rating is increased by +1 while you control Kha'Mak. [ERRATA] Kidnapping Premier 01-203_kidnapping Conflict Intrigue Doom Fixed 2 Centauri, Human, Narn 01-203 F2 Target one character. If you win the conflict, that character suffers damage equal to the amount by which you won the conflict. If you fail, your ambassador gains a Doom Mark. Knowledge is Power [Pr] Premier 01-204_knowledge_is_power Agenda Fixed 2 Centauri, Non-Aligned 01-204 F2 Your ambassador gains +2 intrigue. Apply 7 influence to initiate an Intrigue conflict. If you win by 5 or more, your target must either discard an Inner Circle character, or you gain +1 influence and your target loses 1 influence. [ERRATA] Knowledge of Shadows [Pr] Premier 01-205_knowledge_of_shadows 1 Event Common 2 01-205 C2 Requires 1 Shadow Mark to play. Go through your deck and select 1 event card of your choice which directly modifies Military or Leadership. Show it to your opponent, then put it in your hand. Shuffle your deck. [ERRATA] Knowledge of the Soul [Pr] Premier 01-206_knowledge_of_the_soul Event Uncommon 2 01-206 U2 Rotate a Soul Hunter you control. Target a character in another player's discard pile who is not currently in play. The character becomes your supporting character for the rest of the turn, and is then discarded (to the same discard pile). Ko'Dath Premier 01-207_kodath 2 Character Narn 1 Fixed 2 Narn 01-207 F2 [b]Narn Ambassador's Assistant[/b] Kosh Naranek [Pr] Premier 01-208_kosh_naranek 2 Group Vorlon Rare 2 01-208 R2 Any player may, as an action, apply any amount of influence. For each 3 influence so applied, his ambassador gains a Vorlon Mark. At the end of the turn, his ambassador must purge one Vorlon Mark for each mark gained. [ERRATA] Lack of Subtlety [Pr] Premier 01-209_lack_of_subtlety 1 Event Common 2 01-209 C2 Target ready character with Intrigue greater than 1 has his Intrigue lowered to 1. (Bonuses applied later this turn raise the ability from the new base of 1.) This effect expires at the end of the turn. [ERRATA] Lady Ladira [Pr] Premier 01-210_lady_ladira 6 Character Centauri 3 1 Uncommon 2 01-210 U2 [b]Seeress.[/b] Lady Morella Premier 01-211_lady_morella 8 Character Centauri 5 2 Fixed 2 Centauri 01-211 F2 [b]Seeress.[/b] Lamentations [Pr] Premier 01-212_lamentations Aftermath Lost Fixed 2 Minbari 01-212 F2 Target ambassador cannot participate in any conflict. Discard this aftermath at the beginning of the next aftermath round. Latent Telepath [Pr] Premier 01-213_latent_telepath 4 Enhancement Character Common 2 01-213 C2 A Non-Narn character with a Psi of 0 gains Psi 3. Cannot be played on an ambassador. [ERRATA] Leading the Races [Pr] Premier 01-214_leading_the_races Agenda Human Common 2 01-214 C2 For each Destiny Mark your ambassador has, the cost for you to sponsor any character is reduced by 1. Count each racial type (including Neutral characters and Non-Aligned) represented by a character in your Inner Circle as 1 power. [ERRATA] Learning Experience [Pr] Premier 01-215_learning_experience Aftermath Intrigue Participant Common 2 01-215 C2 Participant character gains +1 Intrigue. Left Vulnerable [Pr] Premier 01-216_left_vulnerable Aftermath Lost Diplomacy Rare 2 01-216 R2 Each turn, all players may apply influence to lower 1 of the target ambassador's abilities. For every 3 influence a player applies, 1 ability of his choice is reduced by 1 until the end of the turn (minimum 0). Lennier [Pr] Premier 01-217_lennier 4 Character Minbari 3 Strife Fixed 2 Minbari 01-217 F2 [b]Minbari Ambassador's Assistant. Religious Caste.[/b] Lennier's intrigue may only be used to oppose Intrigue conflicts. While Lennier is ready, Lennier may take all damage inflicted in an attack on Delenn in her place. He then rotates. Level the Playing Field [Pr] Premier 01-218_level_the_playing_field 1 Event Fixed 2 Centauri, Human, Narn 01-218 F2 Target character or fleet may apply its highest ability to support or oppose one conflict of your choice (no matter which ability would normally be appropriate). Limited Strike Premier 01-219_limited_strike Conflict Military Fixed 2 Centauri, Human, Narn 01-219 F2 Target a player with whom you have a tension of 3 or higher. No other player may participate in the conflict. Tensions between the two races increase by 1. Babylon 5 loses 1 influence. If uncontested, your target loses 2 influence. Gain +1 influence if you win the conflict by 10 or more. Liquidating Assets [Pr] Premier 01-220_liquidating_assets Event Common 2 01-220 C2 If all other players agree, you gain +5 influence to apply during the current turn only. If you gain this influence, all other players permanently gain +1 influence during the resolution round. Lockdown [Pr] Premier 01-221_lockdown Event Common 2 01-221 C2 All Intrigue conflicts have +5 Intrigue added to their opposition total. You must apply 5 influence per Intrigue conflict in play. Londo Mollari [Pr] Premier 01-222_londo_mollari Character Centauri 4 4 Destiny Fixed 2 Centauri 01-222 F2 [b]Centauri Starting Ambassador.[/b] If Londo gains a weapon enhancement, he gains a Strife Mark. Long Term Investment [Pr] Premier 01-223_long_term_investment 8 Event Common 2 01-223 C2 Lose 1 influence. Gain +1 power. Lord Kiro [Pr] Premier 01-224_lord_kiro 10 Character Centauri 5 3 4 Doom Uncommon 2 01-224 U2 Rotate and discard Lord Kiro to go through your deck, find The Eye, and play it on your ambassador for no cost, then shuffle your deck. Lord Refa [Pr] Premier 01-225_lord_refa 8 Character Centauri 3 6 Uncommon 2 01-225 U2 Centauri unrest grows by 1 when Lord Refa is sponsored. Lord Valo [Pr] Premier 01-226_lord_valo 9 Character Centauri 3 2 3 Common 2 01-226 C2 Rotate Lord Valo and any other character you control to remove one mark from that character. Loss of Face [Pr] Premier 01-227_loss_of_face Aftermath Lost Common 2 01-227 C2 If the final strength supporting the conflict was 0, the initiator of the conflict loses 1 influence. (Discard this aftermath after play.) [ERRATA] Loss of Support [Pr] Premier 01-228_loss_of_support Conflict Diplomacy Uncommon 2 01-228 U2 Target a player who has an unrest of 3 or more. If successful the target must discard one group of your choice. [ERRATA] Lovell [Pr] Premier 01-229_lovell 5 Character Minbari 2 Strife Common 2 01-229 C2 [b]Religious Caste.[/b] Rotate Lovell to attack a Human character using Lovell's Intrigue. Lovell is discarded when he makes this attack. [ERRATA] Luis Santiago [Pr] Premier 01-230_luis_santiago 11 Character Human 12 Rare 2 01-230 R2 [b]Earth Alliance President.[/b] Luis Santiago cannot become an Inner Circle character. Rotate Luis Santiago to move any altered Human tension or unrest to the level at which it began the turn. [ERRATA] Luxuries of Homeworld [Pr] Premier 01-231_luxuries_of_homeworld 6 Enhancement Character Uncommon 2 01-231 U2 Target a supporting character. The target may act as an Inner Circle character until he is neutralized. Then, the character is not discarded and heals as an Inner Circle character, but once unneutralized, this enhancement must be discarded. [ERRATA] Lyndisty [Pr] Premier 01-232_lyndisty 5 Character Centauri 2 Common 2 01-232 C2 Rotate Lyndisty to increase the damage on any Narn character who has been damaged but not neutralized this turn by 3. Lyta Alexander Premier 01-233_lyta_alexander 8 Character Neutral 1 5 Fixed 2 Human 01-233 F2 The cost to play Lyta Alexander is reduced by the number of Vorlon marks in your faction. Maintain the Peace [Pr] Premier 01-234_maintain_the_peace Agenda Rare 2 01-234 R2 You must have at least 20 Military in ready fleets to sponsor this agenda. Rotate as an action to initiate a Military conflict targeting one other Military conflict. If, at the beginning of resolution, this conflict has more support than its target conflict, neither conflict resolves. Each turn no Military conflict resolves, place a peace token on this agenda. Whenever a Military conflict resolves, remove all peace tokens. Count each peace token as 1 power. [ERRATA] Marcus Cole [Pr] Premier 01-235_marcus_cole 11 Character Neutral 5 2 Strife Rare 2 01-235 R2 [b]Ranger.[/b] The Human and Minbari players may sponsor Marcus Cole as if he had a 7 cost. While you control Marcus Cole the cost for you to sponsor any Ranger group is reduced by 2. Markab Fleet [Pr] Premier 01-236_markab_fleet 4 Fleet Non-Aligned 2 Rare 2 01-236 R2 Any player may sponsor this fleet at double normal influence cost. This fleet ignores 2 points of damage from each attack. Mars Colony Premier 01-237_mars_colony 6 Location Human 10 Fixed 2 Human 01-237 F2 Location's Military may only be used to oppose conflicts targeting this location. Rotate this location and target one of your characters. That character gains +2 Diplomacy while this location remains rotated. Martyr [Pr] Premier 01-238_martyr Aftermath Rare 2 01-238 R2 Play on Yourself. Discard one of your Inner Circle characters. Convert all of your Doom Marks into Destiny Marks. (Discard this aftermath after play.) [ERRATA] Mary Ann Cramer [Pr] Premier 01-239_mary_ann_cramer 7 Character Neutral 1 Common 2 01-239 C2 [b]Media Character.[/b] Rotate to move tension rating of any player by 1. Mass Drivers [Pr] Premier 01-240_mass_drivers 5 Enhancement Fleet Uncommon 2 01-240 U2 The target fleet gains a +10 Military while supporting a conflict targeting a location or while attacking a location. Each time this bonus is applied, all other players' tensions toward the controller of the fleet increase by 1, and Babylon 5 loses 1 influence. [ERRATA] Meddling with Others [Pr] Premier 01-241_meddling_with_others Agenda Doom Uncommon 2 01-241 U2 Your ambassador gains a Doom Mark. Apply 5 influence to initiate one conflict against a target race: Intrigue: If successful, the target's unrest increases by 1. Diplomacy: If successful, factions of the target race lose 1 influence. Military: If successful, the cost for all players to sponsor fleets of that race increases by 1. Medical Assistance [Pr] Premier 01-242_medical_assistance 1 Event Fixed 2 Minbari, Non-Aligned 01-242 F2 Target a neutralized supporting character. Treat him as an Inner Circle character until he is unneutralized. [ERRATA] Meditation [Pr] Premier 01-243_meditation 1 Event Common 2 01-243 C2 Draw 2 cards. Merchandising B5 [Pr] Premier 01-244_merchandising_b5 1 Event Common 2 01-244 C2 Babylon 5 cannot lose any more influence this turn. The next card you play is reduced in cost by 2 influence (to a minimum of 0). Miagi Hidoshi Premier 01-245_miagi_hidoshi 8 Character Human 6 Fixed 2 Human 01-245 F2 For every 2 influence you apply, Miagi Hidoshi gains +1 Diplomacy for the rest of the turn, up to a maximum ability of 10 Diplomacy. Michael Garibaldi Premier 01-246_michael_garibaldi 8 Character Human 3 Fixed 2 Human 01-246 F2 Michael Garibaldi's Intrigue is doubled while he is opposing an Intrigue conflict or while he is attacked. Michael Garibaldi may use his Intrigue as Diplomacy. Military Cadre [Pr] Premier 01-247_military_cadre 8 Group Common 2 01-247 C2 Rotate and target a character. That character gains +2 Leadership while this group is rotated. [ERRATA] Military Telepaths [Pr] Premier 01-248_military_telepaths 6 Group Uncommon 2 01-248 U2 Multiple. Rotate this group and target a character who is not targeted by Military Telepaths. That character gains a bonus to his Leadership equal to half his Psi, rounded up, while this group remains rotated. [ERRATA] Minbar Premier 01-249_minbar 10 Location Minbari 25 Fixed 2 Minbari 01-249 F2 Location's Military may only be used to oppose conflicts targeting this location. Whenever you gain influence from a conflict, rotate this location to gain +1 additional influence. Minbari Agent [Pr] Premier 01-250_minbari_agent 3 Character Minbari 2 Fixed 2 Minbari 01-250 F2 [b]Worker Caste.[/b] Multiple. Minbari Aide [Pr] Premier 01-251_minbari_aide 4 Character Minbari 3 Fixed 2 Minbari 01-251 F2 [b]Religious Caste.[/b] Multiple. Minbari Captain [Pr] Premier 01-252_minbari_captain 3 Character Minbari 2 Fixed 2 Minbari 01-252 F2 [b]Warrior Caste.[/b] Multiple. Minbari Protectorate [Pr] Premier 01-253_minbari_protectorate 4 Location Minbari 15 Uncommon 2 01-253 U2 Location's Military may only be used to oppose conflicts targeting this location. While this location is in play, reduce your cost to sponsor neutral characters and characters from any race whose ambassador is not in play by 2. Minbari Telepath Premier 01-254_minbari_telepath 8 Character Minbari 6 Fixed 2 Minbari 01-254 F2 [b]Religious Caste.[/b] Rotate Minbari Telepath to reduce a target character's abilities by 2 for the rest of the turn (minimum 0). Mines [Pr] Premier 01-255_mines 7 Enhancement Faction Uncommon 2 01-255 U2 If a war conflict is initiated against you, every fleet from any other race that participates in the conflict suffers 1 damage. Damage is inflicted when the fleet rotates, before it attacks, supports or opposes the conflict. Minister Malachi [Pr] Premier 01-256_minister_malachi 10 Character Centauri 7 2 Rare 2 01-256 R2 [b]Centauri Prime Minister.[/b] Rotate Minister Malachi to draw a card. Moral Quandary [Pr] Premier 01-257_moral_quandary 1 Event Common 2 01-257 C2 Target a character. The target character is rotated for no effect. The owner of the character may negate this event by applying influence equal to the character's cost. Morden [Pr] Premier 01-258_morden 8 Character Neutral 2 3 3x Shadow Rare 2 01-258 R2 Requires 3 Shadow Marks to sponsor. Morden gains +1 Intrigue for each Shadow Mark he has. Rotate Morden to reduce the cost of any card providing or requiring Shadow Marks by the number of Shadow Marks he has (minimum cost 0). Motivated Leaders [Pr] Premier 01-259_motivated_leaders 5 Group Rare 2 01-259 R2 While you are the target of a war conflict all of you characters gain +1 Leadership Mr. Adams [Pr] Premier 01-260_mr_adams 6 Character Neutral 1 Uncommon 2 01-260 U2 Rotate Mr. Adams to give one character you control +2 in any ability, if that character is participating in a conflict that can increase one player's influence while reducing another player's influence. [ERRATA] Muddy the Waters [Pr] Premier 01-261_muddy_the_waters Conflict Intrigue Common 2 01-261 C2 If successful, this card becomes a faction enhancement for you. While in play, at the end of each conflict round, you may exchange the conflict card you played (if any) with one from your hand. N'Grath Premier 01-262_ngrath 1 Character Neutral 5 Fixed 2 Narn 01-262 F2 [b]Mercenary.[/b] N'Grath will support or oppose one conflict as dictated by whoever offers him the most influence during the turn. N'Grath cannot become an Inner Circle character. Na'Far [Pr] Premier 01-263_nafar 8 Character Narn 5 2 Uncommon 2 01-263 U2 While ready, you may cause any Narn character who is attacked to suffer 3 less damage. Rotate Na'Far when this effect is used. [ERRATA] Na'Ka'Leen Feeder [Pr] Premier 01-264_nakaleen_feeder Conflict Intrigue Common 2 01-264 C2 Any player may be supported in this conflict. Whichever player generates the lowest total must return one supporting character to his hand, or demote an Inner Circle character. If there is a tie for the lowest total, all tied players must do so. Na'Kal Premier 01-265_nakal 8 Character Narn 2 4 Fixed 2 Narn 01-265 F2 While ready, you may choose to withdraw a Narn fleet that is being attacked from a conflict. If this is done, the fleet inflicts and receives no damage. The fleet is no longer participating in the conflict. Rotate Na'Kal when this effect is used. Na'Toth [Pr] Premier 01-266_natoth 5 Character Narn 3 1 3 Strife Fixed 2 Narn 01-266 F2 [b]Narn Ambassador's Assistant.[/b] Na'Toth may replace Ko'Dath. Narn Agent [Pr] Premier 01-267_narn_agent 3 Character Narn 2 Fixed 2 Narn 01-267 F2 Multiple. Narn Aide [Pr] Premier 01-268_narn_aide 3 Character Narn 2 Fixed 2 Narn 01-268 F2 Multiple. Narn Captain [Pr] Premier 01-269_narn_captain 4 Character Narn 3 Fixed 2 Narn 01-269 F2 Multiple. Narn Homeworld Premier 01-270_narn_homeworld 10 Location Narn 20 Fixed 2 Narn 01-270 F2 Location's Military may only be used to oppose conflicts targeting this location. Whenever you gain influence from a conflict, rotate this location to gain +1 additional influence. Narn Rabble [Pr] Premier 01-271_narn_rabble 7 Group Narn Uncommon 2 01-271 U2 Rotate and target a character whose highest ability is 4 or less. That character rotates for no effect. Negotiated Surrender [Pr] Premier 01-272_negotiated_surrender Aftermath Military Participant Rare 2 01-272 R2 Target both parties in a war conflict. Reduce both parties' tension towards each other to 4 and end the war. The loser of the conflict loses 2 influence, and the winner gains 2 influence. If either participant has more influence than Babylon 5, he may negate this card. (Discard this aftermath after play.) [ERRATA] Neroon [Pr] Premier 01-273_neroon 8 Character Minbari 2 1 4 Uncommon 2 01-273 U2 [b]Warrior Caste.[/b] You may choose to play aftermath cards which target your ambassador on Neroon instead. If this is done, anytime the card refers to your ambassador, it affects Neroon instead. Neutrality Treaty [Pr] Premier 01-274_neutrality_treaty Conflict Diplomacy Common 2 01-274 C2 Target another race with whom you have no state of Neutrality. Characters of your two races gain double Diplomacy during resolution. If successful, there is a state of Neutrality between your two races. Characters and fleets of your races cannot attack each other. Either of you may cancel the state of Neutrality during the draw round. [ERRATA] Never Again Premier 01-275_never_again Agenda Narn Fixed 2 Narn 01-275 F2 All of your fleets gain +2 Military while you are the target of a Military conflict. Count each ready fleet you have with an unmodified Military greater than 4 as 1 power. News of Defeat [Pr] Premier 01-276_news_of_defeat Aftermath Military Participant Uncommon 2 01-276 U2 Target a player who lost a fleet in the conflict. His ambassador loses 1 point from an ability of your choice. News of Galactic Import [Pr] Premier 01-277_news_of_galactic_import 1 Event Common 2 01-277 C2 No conflicts may be played next turn. News of Galactic Import cannot be played next turn. [ERRATA] Nightmares [Pr] Premier 01-278_nightmares Aftermath Lost Doom Uncommon 2 01-278 U2 Target participant character gains a Doom mark. No Escape [Pr] Premier 01-279_no_escape Aftermath Military Participant Rare 2 01-279 R2 Discard one participant fleet that received at least half its base Military ability in damage during the turn. (Discard this aftermath after play.) [ERRATA] Non-Aggression Pact [Pr] Premier 01-280_non-aggression_pact Conflict Diplomacy Common 2 01-280 C2 Target 2 races with mutual tensions of 2 or less not in a state of Non-Aggression. If successful, Babylon 5 gains +1 influence. Factions of the two races cannot target each other with military conflicts, and fleets of the two races cannot attack each other. The Non-Aggression state ends if either race's tension toward the other is at 4 or more. [ERRATA] Non-Aligned Support [Pr] Premier 01-281_non-aligned_support Conflict Diplomacy Uncommon 2 01-281 U2 There must be no Non-Aligned player and you must have a Destiny Mark to initiate this conflict. If successful, end the effect of any previous Non-Aligned Support conflict, and the League of Non-Aligned Worlds will vote as you dictate for any Babylon 5 vote if the result of the vote is a tie. [ERRATA] Not Meant to Be [Pr] Premier 01-282_not_meant_to_be Event Rare 2 01-282 R2 Reverse the printed effect text of an event played since your last act. You must apply influence equal to that applied by the event's player, plus 2 influence per mark required to play the event. [ERRATA] Observers [Pr] Premier 01-283_observers 5 Group Rare 2 01-283 R2 Multiple. Target another willing player when you play this group. Each aftermath played on the target faction must be approved or discarded by you. Any player may apply 5 influence when playing an aftermath to negate this effect for that aftermath. [ERRATA] Older but Wiser [Pr] Premier 01-284_older_but_wiser Aftermath Diplomacy Participant Common 2 01-284 C2 Participant character gains +1 Diplomacy. Order Above All [Pr] Premier 01-285_order_above_all Agenda Major Rare 2 01-285 R2 Requires 5 Vorlon Marks. Count the Vorlon's influence minus the Shadow's influence as power. You may transfer 1 influence per turn to the Vorlons. Rotate and purge Vorlon Mark from your faction to cancel one war conflict or one conflict card. Any combination of players may apply influence equal to Vorlon influence to negate this effect. Overworked [Pr] Premier 01-286_overworked 2 Enhancement Character Common 2 01-286 C2 Target an ambassador whose Ambassador's assistant is not in play. The controller must apply 1 influence to ready his ambassador each ready round, or he does not ready. Discard this enhancement when the Ambassador's assistant enters play. [ERRATA] Parliament of Dreams [Pr] Premier 01-287_parliament_of_dreams Conflict Diplomacy Rare 2 01-287 R2 If successful Babylon 5 gains +1 influence. For each 10 points by which this conflict succeeds characters and fleets cannot attack for 1 turn. Paying for Sins [Pr] Premier 01-288_paying_for_sins Aftermath Lost Intrigue Rare 2 01-288 R2 Target a participant Inner Circle character, besides the ambassador, who has a Doom mark. Discard the target character. (Discard this aftermath after play.) [ERRATA] Peace In Our Time [Pr] Premier 01-289_peace_in_our_time Agenda Fixed 2 Human 01-289 F2 Count every 3 points of Babylon 5 influence as 1 power. Target a race. You may apply 10 influence plus 1 per fleet of that race in play to lower that race's tension toward one other race by 1. [ERRATA] Peacekeeping [Pr] Premier 01-290_peacekeeping Conflict Military Uncommon 2 01-290 U2 Target two players at war. Add half of Babylon 5's influence as support to this conflict (round up). If you succeed, the war ends and both participants lose 2 influence. If you fail, you and Babylon 5 each lose 2 influence. Personal Enemies [Pr] Premier 01-291_personal_enemies Aftermath Lost Uncommon 2 01-291 U2 Target the ambassador. The ambassador's controller must apply 1 influence to rotate his ambassador during his action. [ERRATA] Personal Involvement [Pr] Premier 01-292_personal_involvement Aftermath Lost Fixed 2 Centauri, Non-Aligned 01-292 F2 Discard a neutralized participant Inner Circle character. Cannot target an ambassador. (Discard this aftermath after play.) [ERRATA] Personal Protection [Pr] Premier 01-293_personal_protection 4 Enhancement Character Uncommon 2 01-293 U2 Target a character you control and choose a character for him to protect. If ready and not neutralized, target character takes damage in place of the protected character when the protected character is attacked during a Diplomacy conflict. Personal Sacrifice [Pr] Premier 01-294_personal_sacrifice Aftermath Won Fixed 2 Minbari 01-294 F2 Target your participant ambassador. The amount of damage required to neutralize your ambassador drops by 2. However, apply +2 Diplomacy when your ambassador supports a conflict (this is not an ability increase). Picket Fleet (Centauri) [Pr] Premier 01-295_picket_fleet_(centauri) 3 Fleet Centauri 3 Fixed 2 Centauri 01-295 F2 Multiple. Can only participate in conflicts targeting you. Picket Fleet (Human) [Pr] Premier 01-296_picket_fleet_(human) 3 Fleet Human 3 Fixed 2 Human 01-296 F2 Multiple. Can only participate in conflicts targeting you. Picket Fleet (Minbari) [Pr] Premier 01-297_picket_fleet_(minbari) 4 Fleet Minbari 4 Fixed 2 Minbari 01-297 F2 Multiple. Can only participate in conflicts targeting you. Picket Fleet (Narn) [Pr] Premier 01-298_picket_fleet_(narn) 2 Fleet Narn 2 Fixed 2 Narn 01-298 F2 Multiple. Can only participate in conflicts targeting you. Planetary Defenses [Pr] Premier 01-299_planetary_defenses 5 Enhancement Location Common 2 01-299 C2 Target one of your locations. If you are the target of a Military conflict, you may rotate the target location to add half its Military to a fleet that has already supported or opposed the conflict for the rest of the turn. Political Realignment [Pr] Premier 01-300_political_realignment 5 Event Uncommon 2 01-300 U2 Increase or decrease one race's unrest by 1 Popular Support Premier 01-301_popular_support 1 Event Fixed 2 Centauri, Human, Narn 01-301 F2 Target character gains +2 Diplomacy for the turn. In addition, he gains +1 Diplomacy for each Destiny Mark he has. Power Politics Premier 01-302_power_politics Agenda Fixed 2 Centauri, Human, Narn 01-302 F2 Your ambassador gains +1 Diplomacy. Apply 9 influence to initiate a Diplomacy Conflict. Any player may be supported in this conflict. Whichever player generates the most support gains +2 influence. Power Posturing [Pr] Premier 01-303_power_posturing 8 Enhancement Character Rare 2 01-303 R2 The target character gains a bonus to his Diplomacy equal to half his Intrigue (excluding any bonus from Covert Allies), rounded up. This bonus is recalculated every determine initiative step. [ERRATA] Precision Strike [Pr] Premier 01-304_precision_strike Conflict Intrigue Uncommon 2 01-304 U2 Requires 3 Shadow Marks to play. Target one player. If successful, look at one player's hand and, for each 5 points by which this conflict succeeded, discard one card of your choice. Prolonged Talks [Pr] Premier 01-305_prolonged_talks 3 Event Rare 2 01-305 R2 Target Diplomacy conflict in play does not resolve this turn. Instead, the totals applied during resolution are noted, and it is reinitiated next turn with the prior totals already applied. The initiator of the conflict may initiate an additional conflict next turn. (Participants of the original conflict are not participants of the new conflict.) [ERRATA] Prophecy [Pr] Premier 01-306_prophecy 2 Enhancement Character Destiny, Doom Fixed 2 Centauri 01-306 F2 Must be sponsored by a seeress. Target character gains a Destiny Mark and a Doom mark. Protests [Pr] Premier 01-307_protests Aftermath Lost Rare 2 01-307 R2 Target ambassador's race must have unrest of 4 or 5. Target ambassador's highest ability drops to 0. Discard this card if the race's unrest drops below 4. Proxima III [Pr] Premier 01-308_proxima_iii 4 Location Human 10 Uncommon 2 01-308 U2 Location's Military may only be used to oppose conflicts targeting this location. Your cost to promote any character to your Inner Circle is reduced by 2 (to a minimum cost of 0). [ERRATA] Psi Attack [Pr] Premier 01-309_psi_attack Conflict Psi Uncommon 2 01-309 U2 Target another player's non-ambassador character. The first character you rotate to support this conflict must have a Psi rating of 5 or higher. If successful, the target character is rotated if ready. You may sustain with your initial character. If you do so, the target cannot ready while you sustain. [ERRATA] Psi Bodyguard [Pr] Premier 01-310_psi_bodyguard 4 Enhancement Character Fixed 2 Human 01-310 F2 Target a character you control with a Psi greater than 0. The target character may use half his Psi skill, rounded up, as if it were Intrigue to oppose an Intrigue conflict targeting any of your characters. Psi Corps Intelligence [Pr] Premier 01-311_psi_corps_intelligence 6 Group Human Fixed 2 Human 01-311 F2 [b]Psi Corps Group.[/b] This group may be sponsored as if it were not a Psi Corps card. If your ambassador is a Psi Cop, you may sponsor this group for half cost. Rotate this group to look at the top two cards of your deck. Or, rotate this group (during the Conflict Round) to initiate an additional Psi Conflict with another target player. If successful, look at the top four cards of his deck. In either case, you may place one card you have seen at the bottom of that deck. [ERRATA] Psi Interrogation [Pr] Premier 01-312_psi_interrogation Conflict Intrigue Common 2 01-312 C2 If you do not support with at least one character with Psi above 0, this conflict fails. Psi may be used as Intrigue in this conflict. If successful, reveal all hidden agendas besides your own. Public Apology [Pr] Premier 01-313_public_apology Aftermath Lost Military Rare 2 01-313 R2 If the initiator of the conflict neutralized another player's fleet in an attack, his ambassador loses 2 Diplomacy, he loses 1 influence and his unrest grows by 1. The player whose fleet was attacked gains 1 influence. (Discard this aftermath after play.) [ERRATA] Pulling Strings [Pr] Premier 01-314_pulling_strings 4 Enhancement Character Common 2 01-314 C2 If target character does not have a Destiny Mark, discard this enhancement. As an action, the character's controller may rotate this enhancement and apply 2 influence to give the target character +2 Diplomacy for the rest of the turn. [ERRATA] Purge the Disloyal [Pr] Premier 01-315_purge_the_disloyal Conflict Intrigue Uncommon 2 01-315 U2 If successful, reduce your unrest by 1 and force another player to discard one supporting character of your race. Quadrant 14 [Pr] Premier 01-316_quadrant_14 6 Location Narn 15 Fixed 2 Narn 01-316 F2 Location's Military may only be used to oppose conflicts targeting this location. Rotate Quadrant 14 as an action to add a construction token to this card. Each time you sponsor a fleet, remove all construction tokens from Quadrant 14. Each token removed reduces the cost for you to sponsor that fleet by 2 (to a minimum cost of 0). [ERRATA] Quadrant 37 [Pr] Premier 01-317_quadrant_37 10 Location Narn 10 Uncommon 2 01-317 U2 Location's Military may only be used to oppose conflicts targeting this location. Rotate and apply 10 influence. Search your deck from the top and find the first Narn fleet that could be sponsored (limited and not in play or multiple). Put it into play. Shuffle your deck. If the fleet is not neutralized by the end of the turn, place it back in your deck and reshuffle. [ERRATA] Rabble Rousers [Pr] Premier 01-318_rabble_rousers Group Uncommon 2 01-318 U2 Target a race when you play this card. Rotate this group to allow a character of your race to do extra damage in an attack against a member of the target race. The extra damage is equal to your race's tension toward the target race. Racial Hatred [Pr] Premier 01-319_racial_hatred Aftermath Lost Rare 2 01-319 R2 Target player must have an unrest of 4 or more. Player must discard all characters he has in play who are not loyal to his ambassador's race, and may not sponsor any more. Ragesh III [Pr] Premier 01-320_ragesh_iii 6 Location Centauri 5 Fixed 2 Centauri 01-320 F2 Location's Military may only be used to oppose conflicts targeting this location. Rotate this Ragesh III as an action to add a construction token to this card. Each time you sponsor a card, remove all construction tokens from Ragesh III. Each token removes reduces the cost for you to sponsor that card by 1 (to a minimum of 0). [ERRATA] Raid Shipping [Pr] Premier 01-321_raid_shipping Conflict Military Uncommon 2 01-321 U2 Babylon 5 loses 1 influence. Target one race toward whom you have a tension of at least 3. If successful, factions of the target race lose 1 influence. There is an additional Intrigue conflict. If you do not succeed at the Intrigue conflict, all players' tensions toward your race increase by 1. [ERRATA] Rally the People [Pr] Premier 01-322_rally_the_people Conflict Diplomacy Rare 2 01-322 R2 Requires a Destiny Mark for you to initiate this conflict. Each player may only play this conflict once per game. Only characters of your race may participate in this conflict. For each 15 points by which this conflict succeeds, gain +1 influence. Rally to the Cause [Pr] Premier 01-323_rally_to_the_cause Event Common 2 01-323 C2 Apply any amount of influence. Remove that amount of severe damage tokens from cards you control. Ramming [Pr] Premier 01-324_ramming Event Rare 2 01-324 R2 Target one of your fleets that was attacked and neutralized. Purge a Destiny Mark. The fleet that attacked your fleet takes damage equal to your neutralized fleet's printed Military. [ERRATA] Ranger Strike Team [Pr] Premier 01-325_ranger_strike_team 4 Group Uncommon 2 01-325 U2 [b]Ranger Group.[/b] While you control this group, you may rotate any of your fleets to increase Babylon 5's influence for the rest of the turn by +1 per 5 Military of the fleet. This bonus cannot contribute to raising Babylon 5's influence above 19 unless the Shadow War has begun. [ERRATA] Rangers Surveillance [Pr] Premier 01-326_rangers_surveillance 6 Group Rare 2 01-326 R2 [b]Ranger Group.[/b] Requires 1 Vorlon Mark to sponsor. While this group is in play, you gain +10 influence for initiative determination only. [ERRATA] Rathenn [Pr] Premier 01-327_rathenn 9 Character Minbari 7 2 Rare 2 01-327 R2 [b]Grey Council Member.[/b] Religious Caste. Rotate to alter the Minbari tension toward any race by 1. Recalled to Service [Pr] Premier 01-328_recalled_to_service 5 Event Rare 2 01-328 R2 Select a character in your discard pile. Show that card to your opponents. Put that character in your hand. Refugees [Pr] Premier 01-329_refugees Aftermath Won Military Fixed 2 Human, Narn 01-329 F2 Play after a war conflict. Target player loses 1 influence and Babylon 5 gains 1 influence. (Discard this aftermath after play.) [ERRATA] Religious Caste [Pr] Premier 01-330_religious_caste 5 Group Minbari Uncommon 2 01-330 U2 Increase your unrest by 1 when sponsored. All your worker and warrior caste Minbari are -1 to each ability. All your religious caste Minbari gain +1 Diplomacy and +1 Leadership. Renowned Victory [Pr] Premier 01-331_renowned_victory Aftermath Won Military Destiny Fixed 2 Narn 01-331 F2 The initiator must have won the conflict by at least 5 strength and must have neutralized at least 5 Military strength of fleets with attacks. Target ambassador gains +1 Diplomacy, +2 Leadership and a Destiny Mark. Repairing the Past [Pr] Premier 01-332_repairing_the_past Aftermath Won Fixed 2 Human, Minbari, Non-Aligned 01-332 F2 Discard one aftermath that targets a card in your faction, or that targets your faction as a whole. (Discard this aftermath after play.) [ERRATA] Rescue [Pr] Premier 01-333_rescue Aftermath Military Participant Doom Uncommon 2 01-333 U2 The leader of a neutralized participant fleet is returned to an undamaged, but still rotated, condition. He gains a Doom mark. (Discard this aftermath after play.) Reserve Fleet [Pr] Premier 01-334_reserve_fleet 5 Fleet Human 6 Uncommon 2 01-334 U2 You may only sponsor this fleet if you have a tension of 5 towards another race. Retribution [Pr] Premier 01-335_retribution Aftermath Won Fixed 2 Centauri 01-335 F2 Target participant character takes 1 damage for each Inner Circle character you control who is not neutralized. (Discard this aftermath after play.) [ERRATA] Revenge Premier 01-336_revenge Agenda Narn Fixed 2 Narn 01-336 F2 All of your fleets gain +2 Military while attacking Centauri fleets. Your tension towards the Centauri counts as power. Gain +2 influence whenever you conquer a Centauri location. Reverse Advances [Pr] Premier 01-337_reverse_advances Aftermath Lost Rare 2 01-337 R2 Discard one aftermath that targets a card in another player's faction, or that targets his faction as a whole. (Discard this aftermath after play.) [ERRATA] Rise of the Republic Premier 01-338_rise_of_the_republic Agenda Centauri Fixed 2 Centauri 01-338 F2 All your fleets gain +1 Military. Your highest tension value counts as power. Once per turn you may apply 15 Diplomacy to increase any of your tension values by 1. Rise to Power [Pr] Premier 01-339_rise_to_power Aftermath Won Military Doom Fixed 2 Centauri 01-339 F2 Rotate your ambassador and one other character you control with at least 3 Intrigue. Purge up to two Destiny marks from your ambassador. Gain 1 influence for each mark purged. Ambassador gains a Doom mark. Rivalry [Pr] Premier 01-340_rivalry Aftermath Diplomacy Participant Fixed 2 Centauri 01-340 F2 Choose two non-ambassador Inner Circle characters the target controls, at least one of whom must be a participant character. The target must demote one of the two characters to a supporting character. (Discard this aftermath after play.) [ERRATA] Rogue Soul Hunter [Pr] Premier 01-341_rogue_soul_hunter 9 Character Neutral 3 Rare 2 01-341 R2 [b]Soul Hunter.[/b] Cannot be sponsored by the Minbari faction. Rotate to cause the top character in another player's discard pile to become a supporting character for you for the rest of the turn. At the end of the turn, return him to the same discard pile. If the character is Limited, no other copy of that character may be in play. Saber Rattling [Pr] Premier 01-342_saber_rattling Conflict Diplomacy Uncommon 2 01-342 U2 Military may be used to support or oppose this conflict. Target a player. If successful, you gain +1 influence and the target increases his tension toward all players who supported the conflict by 1. If unsuccessful, the target gains +1 influence. Sabotage [Pr] Premier 01-343_sabotage Conflict Intrigue Fixed 2 Centauri 01-343 F2 Target a fleet controlled by another player. The fleet's Military during resolution is added as opposition to this conflict. If successful, the fleet takes damage equal to the amount by which you succeeded. [ERRATA] Salvage Yard [Pr] Premier 01-344_salvage_yard 10 Enhancement Location Rare 2 01-344 R2 Target one of your locations. Whenever a fleet of your race is discarded, you may apply influence equal to its cost to place it in its owner's hand instead of the discard pile, provided the Military rating printed on the card is less than 7. [ERRATA] Sanctions [Pr] Premier 01-345_sanctions 1 Event Common 2 Non-Aligned 01-345 C2 All players may use Diplomacy to support or oppose a target Military conflict. Sandra Hiroshi [Pr] Premier 01-346_sandra_hiroshi 5 Character Human 3 Common 2 01-346 C2 Events played by you that target Sandra Hiroshi are played at -3 influence cost (minimum cost 0). Sarah [Pr] Premier 01-347_sarah 7 Character Human 5 Uncommon 2 01-347 U2 Sarah cannot attack. The cost for the Human player to sponsor Sarah is reduced by an amount equal to Human unrest. Second Battle Fleet (Centauri) [Pr] Premier 01-348_second_battle_fleet_(centauri) 10 Fleet Centauri 9 Fixed 2 Centauri 01-348 F2 Second Battle Fleet (Human) [Pr] Premier 01-349_second_battle_fleet_(human) 10 Fleet Human 9 Fixed 2 Human 01-349 F2 Second Battle Fleet (Minbari) [Pr] Premier 01-350_second_battle_fleet_(minbari) 11 Fleet Minbari 10 Fixed 2 Minbari 01-350 F2 Second Battle Fleet (Narn) [Pr] Premier 01-351_second_battle_fleet_(narn) 10 Fleet Narn 9 Fixed 2 Narn 01-351 F2 Secondary Control [Pr] Premier 01-352_secondary_control 6 Enhancement Faction Rare 2 01-352 R2 Target yourself. You may sponsor groups of another race. To do so, the sponsoring character must be of the group's race, and you must apply double the group's influence cost. Secondary Experience [Pr] Premier 01-353_secondary_experience Aftermath Won Fixed 2 Human 01-353 F2 Target a participant character whose ability used in the conflict is not his highest ability. Character gains +2 in the ability used in the conflict. Secret Police [Pr] Premier 01-354_secret_police 6 Group Uncommon 2 01-354 U2 Multiple. Rotate this group and target a character who is not targeted by Secret Police. This character gains a bonus to his Intrigue equal to half his Psi, rounded up, while this group remains rotated. [ERRATA] Secret Strike [Pr] Premier 01-355_secret_strike 5 Event Rare 2 01-355 R2 If you did not initiate a conflict this turn, rotate a character with Intrigue to do so immediately. Secret Vorlon Aid [Pr] Premier 01-356_secret_vorlon_aid Event Common 2 01-356 C2 Rotate a character with 2 Vorlon marks. Apply +5 Intrigue to support or oppose an Intrigue conflict. Security Training [Pr] Premier 01-357_security_training 4 Enhancement Character Uncommon 2 01-357 U2 Target a character you control and choose a character for him to protect. If ready and non-neutralized, target character takes damage in place of the protected character when the protected character is attacked in an Intrigue conflict. Seduction [Pr] Premier 01-358_seduction Event Common 2 01-358 C2 Target a character. Character's Intrigue is reduced for the rest of the turn by 1 per influence you apply (to a minimum of 1). Seizing Advantage [Pr] Premier 01-359_seizing_advantage Agenda Doom Rare 2 01-359 R2 Pay 5 influence (in addition to other conflict requirements) to play a conflict card from another player's discard pile (as if it were from your hand). Each time your faction neutralizes a character with an attack and the character is discarded that same turn, your neutralizing character gains a Doom Mark and your faction (permanently) gains +1 power. [ERRATA] Self Doubt [Pr] Premier 01-360_self_doubt 1 Event Common 2 01-360 C2 Target a supporting character. Rotate the character for no effect. Senator Voudreau [Pr] Premier 01-361_senator_voudreau 8 Character Human 7 2 Uncommon 2 01-361 U2 [b]Earth Alliance Senator.[/b] Servants of Order [Pr] Premier 01-362_servants_of_order Agenda Minbari Vorlon Fixed 2 Minbari 01-362 F2 Your ambassador gains a Vorlon Mark. Purge a Vorlon Mark to go through your deck until you find the first card requiring or picturing Vorlon Marks. Place that card in your hand, then shuffle your deck. Count each 2 Vorlon Marks you have as 1 power. [ERRATA] Shadow Assault [Pr] Premier 01-363_shadow_assault Conflict Military Uncommon 2 01-363 U2 Requires three Shadow Marks to play. Target a location controlled by a player of another race. Shadows support the conflict with strength equal to Shadow influence. If successful, you may discard the location, or you may rotate one fleet to start a war against the location's owner and you capture the location. [ERRATA] Shadow Strike [Pr] Premier 01-364_shadow_strike Event Uncommon 2 01-364 U2 Requires 2 Shadow Marks to play. Target a fleet. Apply an amount of influence equal to the target fleet's current Military. If target fleet's current Military is not greater than current Shadow influence, neutralize it. [ERRATA] Shakat [Pr] Premier 01-365_shakat 10 Character Minbari 6 3 4 Rare 2 01-365 R2 [b]Grey Council Member. Warrior Caste.[/b] For each point of damage Shakat heals you must apply 1 influence. Shal Mayan [Pr] Premier 01-366_shal_mayan 5 Character Minbari 1 Fixed 2 Minbari 01-366 F2 [b]Religious Caste.[/b] Rotate Shal and apply 5 influence to ready an Inner Circle character. The effect of that character's action is not canceled. If the Character participated in a conflict, he cannot participate in that same conflict. [ERRATA] Short Term Goals [Pr] Premier 01-367_short_term_goals Event Fixed 2 Centauri 01-367 F2 Purge a Destiny Mark. Gain +1 influence. Short Term Investment [Pr] Premier 01-368_short_term_investment Event Common 2 01-368 C2 Apply any amount of influence. For each 3 influence you apply, you gain +1 influence for the next turn only. This additional influence does not count toward power. Shunned [Pr] Premier 01-369_shunned 1 Enhancement Character Uncommon 2 01-369 U2 Rotate your ambassador and target a character. Call a Babylon 5 vote. If the passes Babylon 5 gains +1 influence and the target character loses Diplomacy equal to half Babylon 5's influence, rounded up, to a minimum ability of 1. Skeletons in the Closet [Pr] Premier 01-370_skeletons_in_the_closet Aftermath Participant Rare 2 01-370 R2 Target a participant character. All of the characters abilities drop by 1 per Doom Mark he has, to a minimum of 1. Purge all his Doom Marks Sleeper Personality [Pr] Premier 01-371_sleeper_personality Conflict Fixed 2 Human 01-371 F2 Initiates both an Intrigue and a Psi conflict targeting one Inner Circle character who is not an ambassador. If both conflicts are successful, the target is demoted to a supporting character. In addition, if you win the Psi conflict by 10 or more, the target becomes your supporting character until he is discarded. Sleeping Z'ha'dum [Pr] Premier 01-372_sleeping_zhadum Location 50 Doom Rare 2 01-372 R2 Location's Military may only be used to oppose conflicts targeting this location. Your ambassador gains a Doom Mark. Any player may rotate Sleeping Z'ha'dum to cause the Shadows to gain +1 influence whenever a card is played which provides or requires Shadow Marks. [ERRATA] Sneak Attack [Pr] Premier 01-373_sneak_attack Event Common 2 01-373 C2 Play at the same time as you rotate one of your fleets to support a conflict. Apply influence equal to the cost of another player's fleet. Rotate that fleet for no effect. Sortie [Pr] Premier 01-374_sortie Event Common 2 01-374 C2 Target any location. The target location may rotate to apply opposition equal to 1/5th of its Military rating to one Military conflict of your choice which targets a card in the location's faction, or its faction as a whole. [ERRATA] Soul Hunter [Pr] Premier 01-375_soul_hunter 9 Character Neutral 2 Uncommon 2 01-375 U2 [b]Soul Hunter.[/b] Cannot be sponsored by the Minbari faction. Rotate to cause the top character in another player's discard pile to become a supporting character for you for the rest of the turn. At the end of the turn, return him to the same discard pile. If the character is Limited, no other copy of that character may be in play. Special Ops [Pr] Premier 01-376_special_ops 1 Event Common 2 Non-Aligned 01-376 C2 All players may use Military to support or oppose a target Intrigue conflict. Spin Doctors [Pr] Premier 01-377_spin_doctors 8 Group Rare 2 01-377 R2 [b]Media.[/b] Multiple. Rotate and target a Diplomacy conflict. Your characters participating in that conflict take half damage, rounded up when attacked. Sponsor Rebels [Pr] Premier 01-378_sponsor_rebels Conflict Intrigue 2x Doom Uncommon 2 01-378 U2 Target one location. Apply the location's Military divided by 5 as opposition. If successful, the location is neutralized, and takes severe damage equal to the amount by which the conflict succeeds. The location heals as an Inner Circle character until unneutralized. If you fail, your ambassador gains 2 Doom Marks. Stealth Technology [Pr] Premier 01-379_stealth_technology 9 Enhancement Minbari Fleet Rare 2 01-379 R2 Target fleet suffers only half damage (rounded up) during all attacks as long as your faction has no Doom Marks. Stephen Franklin Premier 01-380_stephen_franklin 5 Character Human 3 Fixed 2 Human 01-380 F2 Rotate to remove all damage tokens from a character who has not been neutralized, or up to 2 severe damage tokens from a neutralized character. Any player may rotate Stephen Franklin as an action to heal the player's ambassador (as above) if the ambassador is injured. Stop Hostilities [Pr] Premier 01-381_stop_hostilities Conflict Diplomacy Fixed 2 Human 01-381 F2 Target two players at war. If this conflict succeeds, hold a Babylon 5 vote. If the vote passes, and if each player's influence is lower than Babylon 5's, the war ends. If the conflict succeeds by 10 or more, the players' tensions toward each other drop by 1. Strafing Run [Pr] Premier 01-382_strafing_run 1 Event Common 2 01-382 C2 All of your fleets do +1 damage this turn when they attack. Strategic Reassignment [Pr] Premier 01-383_strategic_reassignment 1 Event Common 2 01-383 C2 Target one of your characters leading a fleet. He is no longer leading the fleet, but he remains rotated. Strength in Adversity [Pr] Premier 01-384_strength_in_adversity Agenda Uncommon 2 01-384 U2 Rotate this agenda to apply support or opposition to any target. The amount applied is equal to the difference between the highest player influence rating minus your influence rating. If the player with the most power has 1 to 4 more power than you do, count the difference as power. [ERRATA] Strike Fleet [Pr] Premier 01-385_strike_fleet 6 Fleet Narn 5 Uncommon 2 01-385 U2 Multiple. Subliminal Influence [Pr] Premier 01-386_subliminal_influence 9 Event Uncommon 2 01-386 U2 You may move each of your tension ratings and your unrest level up or down 1. Successful Manipulation [Pr] Premier 01-387_successful_manipulation Aftermath Won Intrigue Uncommon 2 01-387 U2 Target ambassador gains +2 Intrigue. Supplement Security Premier 01-388_supplement_security Conflict Diplomacy Fixed 2 Narn 01-388 F2 If successful, this card becomes a faction enhancement for you which reduces all damage your characters suffer when attacked during an Intrigue conflict by 2. Support Babylon 5 [Pr] Premier 01-389_support_babylon_5 Event Fixed 2 Human 01-389 F2 Rotate your ambassador. Hold a Babylon 5 vote. Babylon 5 gains +1 influence for each yes vote. If the vote passes Babylon 5 gains +1 additional influence. Support of the Mighty [Pr] Premier 01-390_support_of_the_mighty Agenda Uncommon 2 01-390 U2 Your cost to sponsor any character with an ability of 6 or higher is reduced by 2. Count each of your ready characters with an ability of 6 or more as 1 power. [ERRATA] Susan Ivanova Premier 01-391_susan_ivanova 4 Character Human 1 3 Fixed 2 Human 01-391 F2 [b]Human Ambassador's Assistant