B5 CCG Rulings Booklet A4
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Aftermath Errata Battle Hardened (Great War - Common) As It Was Meant To Be Agenda, Major Disaffected Human Character, Neutral Target a fleet damaged in an attack. If the top card on your discard pile is a character, enhancement, Multiple. Each player may only have 1 Disaffected Human in play. The target fleet gains +2 Military. group or fleet you may purge a Destiny Mark as an action to put While Disaffected Human is a member of your Inner Circle, you * “Damaged in an attack” means it took damage as part of an attack. Since it does not specify either way, this will work that card into your hand. Your ambassador gains a Destiny Mark may sponsor Human characters at normal (instead of double) if the fleet was attacked or did the attacking. (Date: 1998/12/29) each time you initiate and win a conflict. Count each character influence cost. If you use this ability, you cannot apply any other you control with a Destiny Mark as 1 power. cost reduction. Contact First Ones (Premier - Promo) Broken Allegiance Event Disaffected Minbari Character, Neutral Play only after the Great Machine conflict, if either you or Babylon 5 gained influence. As your first action, rotate your ambassador and target a character Multiple. Each player may only have 1 Disaffected Minbari in play. Target one character with a Shadow Mark. Convert all the character’s Destiny Marks to Doom Marks. of your race or a neutral character controlled by another player. While Disaffected Minbari is a member of your Inner Circle, you * This card should be discarded after play. (Date: 1999/2/5) The character’s owner must apply the character’s cost in influence may sponsor Minbari characters at normal (instead of double) Develop Relationship (Premier - Uncommon) or discard the character. influence cost. If you use this ability, you cannot apply any other Target another player’s supporting character after that character supports one of your conflicts. That character gains +1 to all abilities Carpe Diem Event cost reduction. but if he ever attacks you or opposes one of your conflicts then discard. Each player may only play Carpe Diem once per game. Select an Disaffected Narn Character, Neutral * You may use DR if you initiate an “any faction may be supported in this conflict” conflict and you support a different event in your discard pile. Show that card to your opponents. Put Multiple. Each player may only have 1 Disaffected Narn in play. faction. (Date: 1999/5/26) that event in your hand. While Disaffected Narn is a member of your Inner Circle, you may Carrier Group Fleet, Human sponsor Narn characters at normal (instead of double) influence Diplomatic Advantage (Premier - Rare) This fleet may be the target of any number of each squadron cost. If you use this ability, you cannot apply any other cost 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 enhancement. If one of your fleets participating in the same conflict reduction. draw round. as Carrier Group is neutralized, you may transfer all squadron Dust Event * If a faction has both Bester and Diplomatic Advantage in play, 2 cards must be drawn. Both specifically use the enhancements from that fleet to the Carrier Group. Target a character you control. For the rest of the turn, the target number 2. (Date: 1998/11/23) Condemn Deportations Conflict, Diplomacy character gains +6 Psi. (this bonus does apply to characters with Focus Your Efforts (Premier - Uncommon) Target another race. If this conflict is successful, the tensions of all 0 Psi.) Characters who started the turn at 0 Psi are permanently 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. races toward the target race increase by 1. If any race was already returned to 0 Psi at the end of the turn. Neutralize the character at * You may use Force Your Efforts on a boosted ability which may later go away. For example, character x targeted with at 5 tension toward the target race when this tension increase the end of the turn. +2 Diplomacy from Mars Colony can have that 2 Diplomacy converted to Intrigue with Focus Your Efforts. When Mars occurred, each faction of the target race loses 1 influence. Fast Learner Enhancement, Character Colony is subsequently readied, the character will still have the 2 Intrigue gained from Focus Your Efforts. (Date: Consultants Group, Non-Aligned Each time the target character participates in a conflict and is not You may play Limited, non-Unique Character cards as 1998/12/14) neutralized that turn, he gains +1 to the printed ability he used in Contingencies to this group. If that character is not in play (and the conflict, to a maximum of 5. Negotiated Surrender (Premier - Rare) you could sponsor him), you may apply half the printed cost of the Frederick Lantz Character, Human 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 character to put it into play as your supporting character. That If there are any conflicts in play which can raise tension that loses 2 Inf, winner gains 2 Infl. If either participant has more Inf than B5, he may negate this card. character cannot attack. At the end of the Resolution Round, if he Frederick Lantz can oppose, Frederick Lantz must oppose one. (Discard this aftermath after play.) is not neutralized or discarded, return him, face-down, to this card. You cannot pass until he has done so. * Negotiated Surrender can be played on any war conflict. If the conflict was won, the initiator gains 2 influence. If it Cynthia Torqueman Character, Neutral Higher Calling Agenda was lost, he loses 2 influence. (Date: 1999/3/10) Media Character. Rotate Cynthia Torqueman to support or oppose Count each 2 Destiny Marks your characters have as 1 power. No Escape (Premier - Rare) any number of conflicts at the same time. You decide whether she Your ambassador gains +4 to each of his abilities while participating Discard one participant fleet that received at least half its base Military ability in damage during the turn. supports or opposes each conflict. in any conflict which can result in your faction gaining a Destiny (Discard this aftermath after play.) Day of the Dead Event Mark. Shadow Marks and Vorlon Marks on all characters for all * If a fleet receives at least half its base Military ability in damage during the turn, but has it’s damage lowered to below Unique. All players may return to play one character from their factions count double. discard pile into their supporting row. If limited, that character cannot half before the end of the turn (such as with a Fleet Support Base), it is still targettable by No Escape. (Date: 1999/6/ John Sheridan Character, Human currently be in play. The character may act normally. Discard all John Sheridan may replace Jeffrey Sinclair. Whenever John 4) these characters at the end of the turn. Sheridan gains a mark of a type he does not have, he gains an Paralyzing Injury (Great War - Common) Defense in Depth Agenda additional mark of that type. Rotate John Sheridan as an action Target a neutralized participating character. All marks attached to the target character are suppressed (treated as if they had been All of your fleets gain +2 Military while you are the target of a and play a conflict card. You must apply 3 influence (in addition to purged). Discard this aftermath when the character becomes unneutralized. Military conflict. All of your locations gain +5 Military. Your influence any other requirements) for each prior action you have had this * Here is a situation: Londo has a Shadow Mark. He is neutralized and targeted with Paralyzing Injury. Vir somehow rating is increased by 1 for each location of your race you control. turn to initiate this additional conflict. gains a Vorlon Mark. Londo heals and becomes unneutralized. Normally he would re-gain his Shadow Mark, but Disaffected Centauri Character, Neutral Maintain the Peace Agenda because a character in his faction has a Vorlon Mark he cannot re-gain his Shadow Mark. This does not prevent Multiple. Each player may only have 1 Disaffected Centauri in play. You must have at least 20 Military in ready fleets to sponsor this Londo from healing and unneutralizing. Also, if a few turns later Vir loses his Vorlon Mark, Londo does not gain his While Disaffected Centauri is a member of your Inner Circle, you agenda. Rotate as an action to initiate a Military conflict targeting may sponsor Centauri characters at normal (instead of double) one other Military conflict. If, at the beginning of resolution, this Shadow Mark back (you only have the chance to gain back your mark when Paralyzing Injury is discarded, not after). influence cost. If you use this ability, you cannot apply any other conflict has more support than its target conflict, neither conflict (Date: 1999/3/25) cost reduction. resolves. Each turn no Military conflict resolves, place a peace * Example Scenario: 1. Londo has a Shadow Mark. 2. He is neutralized and targeted with Paralyzing Injury. 3. Somehow, token on this agenda. Whenever a Military conflict resolves, remove Vir gains a Vorlon Mark. 4. Londo heals and becomes unneutralized. 5. Normally, he would now re-gain his Shadow all peace tokens. Count each peace token as 1 power. Mark.