Fleets with Military 2 or greater


Advance Fleet
Uncommon Narn FleetCost: 5
Cannot attack. This fleet gains +3 Military while supporting a Military conflict.
Military: 2
In a galaxy where the threats range from raiders through invading races to attacks by legendary ancient races, pacifism is not an option.

Print Run: The Great War



Alliance Superfleet
Rare Babylon 5 FleetCost: 12
ISA. Multiple. Any ISA member may sponsor this fleet at normal cost if at least 3 other Babylon 5 fleets are in play. Alliance Superfleet has +3 Military for each ISA member (including you). Discard this fleet if Babylon 5 influence is lower than 6 or if you are not an ISA member. You may initiate Military Conflicts in violation of the Interstellar Alliance card's restrictions, but Babylon 5 loses 1 influence each time you do so.
Military: 7
"That's a ship? It's huge!" - Dr. Chambers

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Automated Fleet
Uncommon Neutral Fleet
Unique. Crusade. If you have at least 10 influence, you may play this fleet directly from your hand immediately after winning a Crusade conflict (as if it was an aftermath). While this fleet is supporting a Crusade conflict you may cause it to add an additional 15 support at resolution, but you must then discard it at the end of the turn and all races' tensions toward you increase by 2.
Military: 5

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Babylon 5 Fighters
Uncommon Babylon 5 FleetCost: 6
Any player may sponsor this fleet at normal cost. Babylon 5 fighters gain +3 Military while supporting a conflict that can increase Babylon 5's influence or opposing a conflict that can lower Babylon 5's influence. Any player may rotate this fleet to support any conflict of any ability type which will lower tensions.
Military: 3
The SA-23 Mitchell-Hyundyne Starfury is Babylon 5's primary means of force projection. Some variants are optimized for atmospheric operation, and others for stealth.

Print Run: The Great War



Black Omega Auxiliary
Fixed Human FleetCost: 5
Psi Corps Fleet. Black Omega Auxiliary gains +4 Military while you are the target of a Military conflict.
Military: 2
If a crisis threatened Psi Corps, many members would volunteer for a spot in a Black Omega Star Fury. Even if they didn't have training, they could be given the necessary basic knowledge via telepathy.

Included in these starter decks: Psi Corps

Print Run: Psi Corps



Black Omega Fighters
Fixed Human FleetCost: 5
Psi Corps Fleet. Black Omega Fighters may participate in Intrigue conflicts using Military.
Military: 2
"No reason for the rest of the world to know what our resources are." - Bester

Included in these starter decks: Psi Corps

Print Run: Psi Corps



Brakiri Cruisers
Fixed Non-Aligned FleetCost: 6
Multiple. Brakiri. Halve all damage during attacks before applying it to this fleet.
Military: 4
Despite their reputation as opportunists and businessmen, the Brakiri have a formidable military presence.

Included in these starter decks: Non-Aligned

Print Run: The Great War



Brakiri War Fleet
Fixed Non-Aligned FleetCost: 6
Brakiri. This fleet suffers 1 less point of damage when attacking or being attacked. At the beginning of the Ready round, if this fleet is damaged it suffers 1 point of damage.
Military: 5
Many of the Non-Aligned civilizations are even younger than the Narns and Humans. But mutual trade and assistance, plus a complicated set of interplanetary alliances, can forget them into a major power collectively.

Included in these starter decks: Non-Aligned

Print Run: The Great War



Carrier Group
Uncommon Human FleetCost: 6
This fleet may be the target of any number of each squadron enhancement. If one of your fleets participating in the same squadron [should be conflict] as Carrier Group is neutralized, you may transfer all squadron enhancements from that fleet to the Carrier Group.
Military: 3
With successes against the Ch'lonas and the Dilgar fresh in their minds, Humanity's near-elimination by the Minbari came as a huge shock to them, but they bounced back.

Print Run: The Great War



Colonial Fleet (Centauri)
Fixed Centauri FleetCost: 4
Multiple. Can only participate in conflicts targeting you unless you are at war.
Military: 4
The Fleet is supported by the Centauri Military Guardsmen which make up the ground forces.

Included in these starter decks: Centauri

Print Run: Premiere Edition



Colonial Fleet (Human)
Fixed Human FleetCost: 4
Multiple. Can only participate in conflicts targeting you unless you are at war.
Military: 4
The Earth-Minbari War began because an Earth war cruiser, the Prometheus, mistook the Minbari's open gunports as danger. Under normal circumstances, Minbari technology is far superior and Earth ships are no match.

Included in these starter decks: Human

Print Run: Premiere Edition



Colonial Fleet (Minbari)
Fixed Minbari FleetCost: 6
Can only participate in conflicts targeting you.
Military: 6
Like many great ships its size, a Minbari war cruiser is capable of forming its own jump point. It does not, therefore, require a jump gate to enter hyperspace.

Included in these starter decks: Minbari

Print Run: Premiere Edition



Colonial Fleet (Narn)
Fixed Narn FleetCost: 4
Multiple. Can only participate in conflicts targeting you unless you are at war.
Military: 4
Many Narn colonies are on the border with Centauri space, and have changed hands during the conflicts between those two empires. The Narn fleet must be on the alert to protect its territories.

Included in these starter decks: Narn

Print Run: Premiere Edition



Combined Fleet
Rare Non-Aligned FleetCost: 9
Multiple. Chose one of the following three abilities when this fleet is sponsored: 1: When this fleet attacks or is attacked, before the attack is resolved, inflict one point of damage on the other fleet. 2: Characters gain +2 Leadership while leading this fleet. 3: This fleet applies +4 opposition during resolution if opposing a conflict targeting you.
Military: 8
The Vree provided many of their distinctively saucer-shaped ships to the Non-Aligned Worlds fleet, despite the fact that they rarely turn up to Council meetings.

Print Run: The Great War



Command Ship
Rare Neutral FleetCost: 5
Rotate this fleet and target any other fleet. The target fleet inflicts +2 damage during attacks for the rest of the turn.
Military: 2
Nobody could understand how the raiders could operate so far from a planet, until Commander Sinclair discovered their hidden command and control ship and its resident Narn "advisor."

Print Run: The Great War



Conquest Fleet
Uncommon Drakh FleetCost: 7
Each time this fleet attacks and neutralizes another fleet, place a number of Chaos tokens on this fleet equal to half the other fleet's printed Military. Remove a Chaos Token from this fleet to negate one State of Free Trade for the rest of this turn.
Military: 7
"They left, but their allies remained. Some of them, you know as the Drakh. We've been watching the Drakh for some time." - Galen

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Deep Space Fleet (Centauri)
Fixed Centauri FleetCost: 6
Multiple.
Military: 5
"In 2259, a Narn colony in Quadrant 14, near Centauri space, was attacked and destroyed by the Shadows. A Centauri fleet moved into the area, and was encountered by responding Narn ships. The Centauri were blamed for the attack.

Included in these starter decks: Centauri

Print Run: Premiere Edition



Deep Space Fleet (Human)
Fixed Human FleetCost: 6
Multiple.
Military: 5
It takes 4 jumps to get to Babylon 5 from Earth. Fast fleets can make it in three jumps by using a shortcut through Sirius.

Included in these starter decks: Human

Print Run: Premiere Edition



Deep Space Fleet (Minbari)
Common Minbari FleetCost: 7
Multiple.
Military: 6
Though the Minbari fleet and technology is superior to that of the other "younger" races, space is vast and the fleet remains alert against any threats. Who knows when an ancient enemy may return?

Print Run: Premiere Edition



Deep Space Fleet (Narn)
Fixed Narn FleetCost: 5
Multiple.
Military: 4
The Narn regime has deployed deep space ships that may be sent to investigate planets or other phenomena that may pose a threat. A Narn War cruiser sent to Z'Ha'Dum in early 2259 never returned.

Included in these starter decks: Narn

Print Run: Premiere Edition



Drakh Armada
Rare Drakh FleetCost: 18
Reduce your cost to sponsor this fleet by 2 for each Drakh Ambassador you control. Remove 1 point of damage from this fleet during each Ready Round.
Military: 14
[Strife Mark]
"Unless you act, Earth may suffer the fate of Daltron VII." - Galen

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Drakh Mothership
Uncommon Drakh FleetCost: 5
Multiple. Rotate this fleet, target a Drakh Fleet you control, and discard a number of Chaos Tokens equal to the target's cost minus this fleet's Military. For the rest of this turn, the target may participate in any conflict in which Military may be used, regardless of restrictions on which race or faction may participate.
Military: 3
"There's no way of knowing how many other raiders are out there, but these Drakh worry me the most." - Delenn

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Drakh Raiders
Common Drakh FleetCost: 5
Multiple. Rotate this fleet and target another player's ready fleet with a lower Military than this fleet. Rotate the target for no effect and inflict 1 point of damage on it.
Military: 5
"Engines hit. Life support no longer functioning. Dark enemy." - Pak'ma'ra Captain

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Drazi Strike Fleet
Uncommon Non-Aligned FleetCost: 7
Multiple. Drazi.
Military: 5
[Strife Mark]
"Where there was one Drazi people, now there are two. The two fight until there are one."

Print Run: The Great War



Drazi Sunhawk
Common Non-Aligned FleetCost: 4
Multiple. Any player may sponsor this fleet at double normal influence cost. If Drazi Sunhawk becomes damaged, discard it during next draw round.
Military: 4
Alliance with the minor star powers among the Non-aligned Worlds can be a major asset to a fleet.

Included in these starter decks: Non-Aligned

Print Run: Premiere Edition



Drazi War Fleet
Fixed Non-Aligned FleetCost: 9
Drazi. Remove 1 point of damage from this fleet each Ready round.
Military: 7
[Strife Mark]
"Our biggest losses have been in Drazi space. They are real good fighters. Not terrific conversationalists, and their table manners can make you go blind in one eye, but really tough behind the weapons consoles.

Included in these starter decks: Non-Aligned

Print Run: The Great War



Elite Black Omega
Rare Human FleetCost: 6
Psi Corps Fleet. May only be led by a teep. Elite Black Omega may participate in Psi conflicts and Intrigue conflicts (using Military). Elite Black Omega has damage resistance equal to its leader's Conspiracy Marks.
Military: 2
Elite Black Omega is composed of the best of the best, the very finest Psi Cops. They have a broad mandate to "protect their kind," and broad authority to go with it.

Print Run: Psi Corps



Excalibur
Rare Human FleetCost: 7
Crusade. Rotate when you promote a Crusade or Explorer character to reduce the cost by 4. Excalibur has +3 damage resistance during attacks involving a Drakh Fleet. Excalibur has +1 Military for each Crusade character you control. Excalibur applies +7 support at resolution if supporting a Crusade or Explorer conflict.
Military: 5
"It'll do." - Dureena

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Exodus
Rare Neutral FleetCost: 9
Techno-mage. Legacy. Must be sponsored by a Techno-mage. A Techno-mage may lead this fleet using Diplomacy. Exodus cannot be attacked, or targeted by aftermaths, conflicts, enhancements, or events without your permission. Exodus has +1 Military for each Techno-mage character you control.
Military: 5
"Won't it be hard to move on?" "O yes. It is always hard to move on." - Galen and Alwyn

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Expeditionary Fleet (Centauri)
Fixed Centauri FleetCost: 7
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.
Military: 5
If not restrained by the peaceful Emperor Turhan, the Centauri fleet can be a powerful instrument of war. Many leaders in the Centauri fovernment lust for a return to the expansionist days of old.

Included in these starter decks: Centauri

Print Run: Premiere Edition



Expeditionary Fleet (Human)
Fixed Human FleetCost: 7
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.
Military: 5
The Earthforce chain of command requires that military officers obey only orders that come from the President or a superior military officer. A civilian bureaucrat or a member of the Earth Alliance Senate may not give a direct order to a military officer

Included in these starter decks: Human

Print Run: Premiere Edition



Expeditionary Fleet (Minbari)
Fixed Minbari FleetCost: 10
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.
Military: 8
It is tradition for a Minbari warship to approach an unknown alien vessel with its gun ports open. To the Minbari, this is a gesture of respect, as if holding open a hand to show what it holds.

Included in these starter decks: Minbari

Print Run: Premiere Edition



Expeditionary Fleet (Narn)
Fixed Narn FleetCost: 8
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.
Military: 6
Having survived Centauri occupation, the Narn in recent years have grown militant and aggressive. They have been known to attack Centauri colonies and claim them as their own.

Included in these starter decks: Narn

Print Run: Premiere Edition



First Battle Fleet (Centauri)
Fixed Centauri FleetCost: 8
Military: 7
Like most warships of its size, Centauri battle cruisers are capable of opening their own jump points. Smaller fighters and transports must either rely on a jump gate or enter the jump point created by a larger ship

Included in these starter decks: Centauri

Print Run: Premiere Edition



First Battle Fleet (Human)
Fixed Human FleetCost: 8
Military: 7
"Certainly we've rebuilt our military forces to a point far in advance of where they were 14 years ago. "If the Earth-Minbari War had started today, I think things might have gone a little differently." - Senator Ronald Quantrell

Included in these starter decks: Human

Print Run: Premiere Edition



First Battle Fleet (Minbari)
Fixed Minbari FleetCost: 10
Military: 9
Minbari warships have "stealth" technology that prevents enemy weapon scanners from getting a lock. During the Earth-Minbari War, this made it virtually impossible for EarthForce fighters to destroy Minbari assault vessels.

Included in these starter decks: Minbari

Print Run: Premiere Edition



First Battle Fleet (Narn)
Fixed Narn FleetCost: 9
Military: 8
The Narn heavy dreadnought is a Mak'Aroon Class cruiser. It has two 500-gigawatt G'nath laser cannons. Its maximum linear thrust is 109 Megachoths.

Included in these starter decks: Narn

Print Run: Premiere Edition



First United Fleet
Rare United Fleet
Any player with no Shadow or Vorlon Marks may discard fleets he controls, loyal to at least two different races or species, with a combined Military of at least 15 to sponsor this fleet for free. While this fleet is an unneutralized conflict participant, Shadow and Vorlon fleets cannot support or oppose the conflict.
Military: 15
It takes leadership on a massive scale to pull the disparate races of the galaxy into a coherent fighting force. And who else but John Sheridan could do it?

Print Run: The Great War



Fleet of the Line
Rare Human FleetCost: 10
This fleet gains +4 Military while participating in a Military conflict that targets you.
Military: 8
In the Battle of the Line, during the Earth-Minbari War, only 200 out of 20,000 human fighters survived.

Print Run: Premiere Edition



Flying Fortress
Uncommon Drakh FleetCost: 8
While this fleet is undamaged, your Drakh Fleets with printed Military of 5 or less may rotate as an action to repair 2 points of damage for free.
Military: 8
"We knew that sooner or later, those who had once served other masters would choose to become masters themselves, and continue the work the Shadows began." - Galen

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Force Omega
Uncommon Drakh FleetCost: 10
Force Omega has +1 damage resistance for each Fleet Enhancement that targets it.
Military: 10
"They're either Drakh, or the weirdest-looking pizza delivery trucks I've ever seen." - Captain Anderson

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Galen's Ship
Rare Neutral FleetCost: 4
Techno-mage. Crusade. Legacy. Must be sponsored by a Techno-mage. Galen may sponsor this card for zero cost and may lead it using Diplomacy. Cannot be attacked or targeted by events without your permission. The first time this card is sponsored by the player who controls Galen, Galen gains one mark of your choice.
Military: 2
"Ship like that, built by Techno-mages, could probably get through a gravimetric field. You could leave." - Gideon

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Garrison Fleet
Uncommon Centauri FleetCost: 4
Multiple. Can only participate in conflicts targeting you.
Military: 4
A standard strategy for the Centauri fleet is to attack a target, then neutralize and secure it before moving on to the next target. If the fleet encounters heavy resistance it will regroup but it won't leave without good reason.

Print Run: Premiere Edition



Grey Council Fleet
Rare Minbari FleetCost: 13
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.)
Military: 13
The Minbari Grey Council travels the galaxy in one of the fleet's war cruisers. The Earth-Minbari War began because an Earthforce ship, the Prometheus, fired on this ship, killing Dukhat, the leader of the Minbari.

Print Run: Deluxe Edition



Heavy Fleet
Rare Narn FleetCost: 7
Multiple.
Military: 6
Narn forces have been improved considerably in recent years. After their liberation from Centauri occupation, the Narn began building a vast military capable of defending them from another invasion. That force is now being used offensively as well.

Print Run: Premiere Edition



Homeworld Fleet (Centauri)
Fixed Centauri FleetCost: 7
Can only participate in conflicts targeting you.
Military: 8
A Centauri battle cruiser is the official transport for the Emperor of the Centauri Republic. In 2259, Emperor Turhan came to Babylon 5 aboard his ship, escorted by other hips in the fleet.

Included in these starter decks: Centauri

Print Run: Premiere Edition



Homeworld Fleet (Human)
Fixed Human FleetCost: 6
Can only participate in conflicts targeting you.
Military: 7
The Chief of Operations of Earth Force is Admiral Jason Ashvin Singh, stationed at EarthDome.

Included in these starter decks: Human

Print Run: Premiere Edition



Homeworld Fleet (Minbari)
Fixed Minbari FleetCost: 8
Can only participate in conflicts targeting you.
Military: 11
A highly spiritual and disciplined people, the Minbari as a rule do not attack other races without cause. In the last Great War, they led the fight to stop the Shadows.

Included in these starter decks: Minbari

Print Run: Premiere Edition



Homeworld Fleet (Narn)
Fixed Narn FleetCost: 6
Can only participate in conflicts targeting you unless you are at war.
Military: 7
Warships in the Narn homeworld fleet are usually deployed in a defensive posture. The military will send this defense fleet on an attack mission only at great risk, and only if the potential gain is great.

Included in these starter decks: Narn

Print Run: Premiere Edition



Intervention Force
Rare Babylon 5 FleetCost: 11
Any player may sponsor this fleet at normal cost if the Shadow War has begun and if The White Star has ever entered play. This fleet has 1 damage resistance. If a military conflict is in play that targets a location, this fleet must rotate to oppose one. This fleet cannot support or attack in any conflict that would cause a faction to lose influence.
Military: 15
White Star ships are built using both Vorlon and Minbari technology. The basis of the Anla'shok fleet, they carry Minbari fighters in their launch bays and can open their own jump gates.

Print Run: The Great War



Ipsha Battleglobe
Uncommon Non-Aligned FleetCost: 2
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.
Military: 4
During the Dilgar Invasion of 2230, the Non-aligned Worlds were forced to band together for mutual protection. It was a lesson quickly forgotten once the Dilgar were defeated.

Print Run: Premiere Edition



Main Battlefleet
Rare Drakh FleetCost: 8
When attacked, this fleet suffers additional damage equal to the combined Destiny Marks and Vorlon Marks attached to the attacking fleet's leader.
Military: 12
"The Shadows had others working for them, who carried out the orders. They're called Drakh. And the Drakh are still out there, Dureena." - Sheridan

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Marata Fleet
Common Neutral Fleet
Multiple. Explorer. If you have at least 10 influence, you may play this fleet directly from your hand immediately after winning an Explorer conflict (as if it was an aftermath). Damage to this fleet may not be removed or repaired.
Military: 8
"A fair fight is not what they have in mind, captain." - Nix

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Markab Fleet
Rare Non-Aligned FleetCost: 4
Any player may sponsor this fleet at double normal influence cost. This fleet ignores 2 points of damage from each attack.
Military: 2
The Non-aligned Worlds have many conflicting interests. To bring them into a military campaign as an ally is a significant achievement.

Print Run: Premiere Edition



Mother Ship Alpha
Rare Human FleetCost: 9
Psi Corps Fleet. Requires 4 Conspiracy Marks to sponsor. Rotate this fleet and reduce its printed military by 1 to place the top card in your discard pile into your hand if it is a Black Omega fleet. Rotate this fleet and discard 5 cards from your hand to increase this fleet's printed Military by +1.
Military: 4
"The rest of the time it just sits here in hyperspace, for months at a time, ferrying missions back and forth and waiting until we need it. Just like all the others." - Bester

Print Run: Psi Corps



Nova Dreadnoughts
Rare Human FleetCost: 6
Multiple. If you are at war, as an action you may rotate a General you control and discard a card from your hand to return one of your neutralized Nova Dreadnoughts to your hand.
Military: 3
[Strife Mark] [Strife Mark]
"It can go forward, it can go backward, and it can shoot. That's about it." - Earth Alliance Senate Commission on Military Effectiveness

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Patrol Fleet
Uncommon Centauri FleetCost: 6
This fleet gains +3 Military while opposing Military conflicts.
Military: 3
Once the terror of the galaxy, the Centauri fleet is famed more now for its byzantine design than for its teeth.

Print Run: The Great War



Picket Fleet (Centauri)
Fixed Centauri FleetCost: 3
Multiple. Can only participate in conflicts targeting you.
Military: 3
The peak of the Centauri Republic was centuries ago. Its fleets were said to be so large they could block out the sun of any world they orbited.

Included in these starter decks: Centauri

Print Run: Premiere Edition



Picket Fleet (Human)
Fixed Human FleetCost: 3
Multiple. Can only participate in conflicts targeting you.
Military: 3
Officers of EarthForce's different divisions can be distinguished by the colors of their uniforms. Command staff wear blue, marines or ground troops wear an olive/brown color, and the security and police forces wear gray.

Included in these starter decks: Human

Print Run: Premiere Edition



Picket Fleet (Minbari)
Fixed Minbari FleetCost: 4
Multiple. Can only participate in conflicts targeting you.
Military: 4
Minbari ships have artificial gravity, and have had it for some time. This gives them an advantage over the Humans, Centauri, Narn, and the other lesser powers.

Included in these starter decks: Minbari

Print Run: Premiere Edition



Picket Fleet (Narn)
Fixed Narn FleetCost: 2
Multiple. Can only participate in conflicts targeting you.
Military: 2
Narn warships do not have artificial gravity, so their crews must be strapped into their chairs while in combat. The star cruisers have the ability to create their own jump points, which provides the tactical advantage of surprise attack.

Included in these starter decks: Narn

Print Run: Premiere Edition



Planet Defense Fleet
Uncommon Minbari FleetCost: 6
This fleet gains +5 Military while opposing conflicts which target a location.
Military: 4
For obvious reasons, the Minbari are rarely called upon to defend their borders.

Print Run: The Great War



Rag-Tag Fleet
Fixed Non-Aligned FleetCost: 6
Multiple. For each 2 Non-Aligned species in your Inner Circle, reduce your cost to sponsor this fleet by 1.
Military: 3
Help can come from unexpected quarters, but there is always a price to pay. And you will never know the price until after the conflict is over.

Included in these starter decks: Non-Aligned

Print Run: The Great War



Reserve Fleet
Uncommon Human FleetCost: 5
You may only sponsor this fleet if you have a tension of 5 towards another race.
Military: 6
The Earth fleet had to be almost completely rebuilt after its near total annihilation in the Earth-Minbari War.

Print Run: Premiere Edition



Second Battle Fleet (Centauri)
Fixed Centauri FleetCost: 10
Military: 9
The top fleet position of Grand Fleet Adminarl is an ancestral position of great honor, with a life of training from birth in the noble house Dromo.

Included in these starter decks: Centauri

Print Run: Premiere Edition



Second Battle Fleet (Human)
Fixed Human FleetCost: 10
Military: 9
EarthForce ships not only patrol to keep the peace, but also engage in deep space exploration. The ships have to be heavily supplied as they may not return to known space for years.

Included in these starter decks: Human

Print Run: Premiere Edition



Second Battle Fleet (Minbari)
Fixed Minbari FleetCost: 11
Military: 10
Because no other race has military technology superior to the Minbari, other means must be used to achieve victory. John Sheridan destroyed the cruiser Black Star by seeding an asteroid belt with mines that he could set off by remote control.

Included in these starter decks: Minbari

Print Run: Premiere Edition



Second Battle Fleet (Narn)
Fixed Narn FleetCost: 10
Military: 9
Narn warships fight battles in tandem with support fighters. The fighters, however, do not have the ability to create their own jump points, so they must enter or exit hyperspace through a jump point created by cruisers.

Included in these starter decks: Narn

Print Run: Premiere Edition



Second United Fleet
Rare United Fleet
Any player with no Shadow or no Vorlon Marks may discard fleets he controls, loyal to at least two different races or species, with a combined Military of at least 15 to sponsor this fleet for free. Your Ambassador may use Diplomacy as Leadership while leading this fleet.
Military: 15
The Centauri are one of the most vigorous races in the known galaxy, and their firepower can make a crucial difference in a campaign.

Print Run: The Great War



Security Fleet (Centauri)
Fixed Centauri FleetCost: 8
May only be sponsored if there are at least two Centauri factions in the game. This fleet may support or oppose Intrigue conflicts (using its Military).
Military: 6
"We will take them together, just like in the old days when my dear Republic moved in and conquered the entire Beta System in nine days. We came out of the sky, a veritable cloud of starships, then we fell on them..." - Londo Mollari

Included in these starter decks: Home Factions

Print Run: The Great War



Security Fleet (Human)
Fixed Human FleetCost: 7
May only be sponsored if there are at least two Human factions in the game. Rotate this fleet to cause an Human character to suffer 1 point of damage.
Military: 5
Earth has many classes of military starships: the Nova class dreadnoughts; the Olympus class corvettes; the Hyperion class heavy cruisers; the Omega class destroyers; and more.

Included in these starter decks: Home Factions

Print Run: The Great War



Security Fleet (Minbari)
Fixed Minbari FleetCost: 7
May only be sponsored if there are at least two Minbari factions in the game. This fleet gains +2 Military if the Grey Council Fleet is in play.
Military: 6
"Life and death are simply two possible consequences, bothe equal, neithher falued or feared above the other." - Warleader Shakiri

Included in these starter decks: Home Factions

Print Run: The Great War



Security Fleet (Narn)
Fixed Narn FleetCost: 7
May only be sponsored if there are at least two Narn factions in the game. This fleet may support or oppose Diplomacy conflicts (using its Military).
Military: 5
Following the liberation of their homeworld, the Narn sacrificed everything to build up their military power. Their world was stripped of resources to construct ships, and what little wealth they managed to hide was spent on armaments.

Included in these starter decks: Home Factions

Print Run: The Great War



Security Fleet (Non-Aligned)
Fixed Non-Aligned FleetCost: 6
May only be sponsored if there are at least two Non-Aligned factions in the game. This fleet may attack any Non-Aligned fleet controlled by another player. Other Non-Aligned fleets may attack this fleet in return.
Military: 4
One problem with the League worlds is, without a firmer alliance of some sort, a member may attack anyone, within the League or outside it. A securit fleet is a step towards consolidation.

Included in these starter decks: Home Factions

Print Run: The Great War



Shadow Scouts
Uncommon Shadow FleetCost: 7
Any player may sponsor this fleet if they have at least 3 Shadow Marks for normal cost. This fleet has 1 damage resistance. May only be targeted by Shadow enhancements. May only be led by Shadow characters. All Shadow Fleets gain +1 Military while Shadow Scouts is ready.
Military: 6
Shadow ships often use either a "modified" member of a lesser race as an organic form of automatic pilot or a genetically engineered construct as a remote control.

Print Run: The Great War



Shadow Ship
Uncommon Shadow FleetCost: 8
Multiple. Any player with 3 Shadow Marks may sponsor this fleet at normal cost if a Z'ha'dum location is in play. This fleet cannot be led or targeted by a non-Shadow enhancement. This fleet ignores the first 2 points of damage suffered in any attack. Rotate to add this fleet's Military to any other Shadow Fleet in play. This fleet is neutralized if the fleet it is aiding is neutralized.
Military: 5
"It was jet black, a shade of black so deep your eye just kind of slides off it. And it shimmered when you looked at it. A spider, big as death and twice as ugly. And when it flies past, it's like you hear a scream in your mind."

Print Run: The Shadows



Shadow Strike Fleet
Rare Shadow FleetCost: 10
Any player with 4 or more Shadow Marks may sponsor this fleet at normal cost if the Shadow War is in effect. This fleet has 3 damage resistance. May only be targeted by Shadow enhancements. May only be led by Shadow characters. You may only rotate this fleet to support a Military conflict requiring Shadow Marks, to attack, or to repair.
Military: 20
[Strife Mark]
They came to our world over a thousand of your years ago. They took little interest in us. G'Quan believed they were engaged in a war far outside our own world.

Print Run: The Great War



Shadow War Fleet
Rare Shadow FleetCost: 13
Any player with 6 or more Shadow marks may sponsor this fleet at normal cost if the Shadow War is in effect. This fleet has 4 damage resistance. May only be targeted by Shadow enhancements. May only be led by Shadow characters. You may only rotate this fleet to support a Military conflict requiring Shadow marks, to attack, or to repair..
Military: 25
[Strife Mark] [Strife Mark]
"The oldest of the ancients are the Shadows. We have no other name for them." - Delenn

Print Run: The Great War



Strike Fleet
Uncommon Narn FleetCost: 6
Multiple.
Military: 5
Narn warships are formidable opponents. They are roughly equal in technology to the Humans and Centauri, and are certainly superior to lesser powers such as the Drazi, the Pak'ma'ra, or the Brakiri.

Print Run: Premiere Edition



Support Fleet (Centauri)
Common Centauri FleetCost: 4
Cannot attack. Rotate to enhance any other Centauri Fleet; while the Support Fleet is rotated, that fleet gains +2 Military. This fleet is neutralized if the fleet it is enhancing is neutralized.
Military: 2
Though not as powerful as Centauri capital ships, Centauri support ships are heavily armored and very maneuverable, enabling them to protect their target ships from damage as they move in for the kill.

Print Run: The Shadows



Support Fleet (Human)
Common Human FleetCost: 4
Multiple. Cannot support or attack. Rotate to enhance any other Human Fleet; while the Support Fleet is rotated, that fleet gains +2 Military. This fleet is neutralized if the fleet it is enhancing is neutralized.
Military: 2
Though they received much of their technology from the Centauri, EarthForce never did get the secret of the gravimetric drive and their ships still use rocket propulsion systems.

Print Run: The Shadows



Support Fleet (Minbari)
Common Minbari FleetCost: 4
Multiple. Cannot support or attack. Rotate to enhance any other Minbari Fleet; while the Support Fleet is rotated, that fleet gains +2 Military. This fleet is neutralized if the fleet it is enhancing is neutralized.
Military: 3
Minbari ships are powered by gravimetric drive, a Vorlon technology, making them more efficient than those of the rest of the younger races.

Print Run: The Shadows



Support Fleet (Narn)
Common Narn FleetCost: 4
Multiple. Cannot support. Rotate to enhance any other Narn Fleet; while the Support Fleet is rotated, that fleet gains +2 Military. This fleet is neutralized if the fleet it is enhancing is neutralized.
Military: 2
Narn support ships are weaker than those of the other major races, but the skill, loyalty and fierceness of their crews often makes up for this.

Print Run: The Shadows



The White Star
Rare Babylon 5 FleetCost: 7
Any player with 2 Vorlon Marks may sponsor this fleet at normal cost. This fleet cannot be enhanced. This fleet ignores the first point of damage suffered in an attack. Rotate to add this fleet's Military to another fleet you control. This fleet is neutralized if the fleet it is enhancing is neutralized.
Military: 2
"The White Star is a new breed of Minbari warship. Smaller than our other fleet ships, and faster than anything else her size. It uses both Minbari and Vorlon technology. More important, unlike other vessels, this one can make its own jump point into hyperspace."

Print Run: The Shadows



Third Battle Fleet (Centauri)
Rare Centauri FleetCost: 11
The Third Battle Fleet cannot be the first fleet to support or oppose any conflict.
Military: 10
"...Just like in the old days, when my dear Republic moved in and conquered the entire Beta system in nine days... " We came out of the sky, a veritable cloud of warships..." - Londo Mollari

Print Run: Premiere Edition



Third Battle Fleet (Minbari)
Uncommon Minbari FleetCost: 10
Military: 9
The Minbari fleet has the most advanced military technology of any major star power (except for races highly evolved like the Vorlons and Shadows). In a straight up fight, no other race possesses the technology to defeat them.

Print Run: Premiere Edition



Third United Fleet
Rare United Fleet
Any player with no Shadow or Vorlon Marks may discard fleets he controls, loyal to at least two different races or species, with a combined Military of at least 15 to sponsor this fleet for free. This fleet inflicts additional damage during attacks equal to the number of Shadow and Vorlon Marks in the other fleet's faction.
Military: 15
"In the past we had nothing in common, but now the humans have become the glue that holds us together." - G'Kar

Print Run: The Great War



Utility Fleet (Centauri)
Common Centauri FleetCost: 5
Multiple.
Military: 4
The Centauri fleet is powerful, but on its own is incapable of conquering neighboring powers. They will require an alliance to move against their enemies.

Print Run: Premiere Edition



Utility Fleet (Human)
Common Human FleetCost: 5
Multiple.
Military: 4
The assignments given Earthforce ships go beyond simple protection of political borders. Forces may be sent to support an ally facing internal threats, such as during the civil war on Akdor. It is in Earth's interest to maintain its alliances.

Print Run: Premiere Edition



Utility Fleet (Narn)
Common Narn FleetCost: 4
Multiple.
Military: 3
The Narn military is usually wise enough not to concentrate its entire fleet at one location, where all its ships could be destroyed. But if attrited to the point where desperation is an option, they may take the risk.

Print Run: Premiere Edition



Vengeance Fleet
Rare Narn FleetCost: 5
This fleet inflicts +2 additional damage during attacks for each other fleet you control that was neutralized this turn.
Military: 3
"I confess that I look forward to the day when we have cleansed the universe of the Centauri and carved their bones into little flutes for Narn children." - G'Kar

Print Run: The Great War



Victory
Rare Babylon 5 FleetCost: 7
ISA. Any ISA member may sponsor this fleet at normal cost. Victory has +3 damage resistance during attacks involving a Drakh, Shadow, or Vorlon Fleet. As an action, the ambassador of an ISA faction may rotate to remove up to 5 damage from Victory. Victory applies +7 opposition at resolution if opposing a conflict that requires Vorlon or Shadow Marks, or that can only be initiated by a Drakh faction.
Military: 5
"Outstanding." - Leonard Anderson

Print Run:



Vorlon Cruiser
Uncommon Vorlon FleetCost: 8
Multiple. Any player with 3 Vorlon Marks may sponsor this fleet at normal cost if a Vorlon location is in play. This fleet cannot be led or targeted by a non-Vorlon enhancement. This fleet ignores the first 3 points of damage suffered in any attack. Rotate to add this fleet's Military and 1 point of damage resistance to any other Vorlon Fleet in play. This fleet is neutralized if the fleet it is aiding is neutralized.
Military: 4
Some say the Vorlon ships are alive; they fight, they heal... they sing.

Print Run: The Shadows



Vorlon Strike Fleet
Rare Vorlon FleetCost: 13
Any player with 4 or more Vorlon Marks may sponsor this fleet at normal cost if the Shadow War is in effect. This fleet has 4 damage resistance. May only be targeted by Vorlon enhancements. May only be led by Vorlon characters. This fleet must support a Military conflict requiring Vorlon Marks to initiate if any are in play. May not support any other conflict.
Military: 15
"I don't think they care what happens to us any more." - Lyta Alexander

Print Run: The Great War



Vorlon War Fleet
Rare Vorlon FleetCost: 15
Any player with 6 or more Vorlon Marks may sponsor this fleet at normal cost if the Shadow War is in effect. This fleet has 5 damage resistance. May only be targeted by Vorlon enhancements. May only be led by Vorlon characters. This fleet must support a Military conflict requiring Vorlon marks to initiate if any are in play. May not support any other conflict. May only oppose conflicts which require Shadow Marks.
Military: 20
"The Vorlons have gone mad." - Mr. Morden

Print Run: The Great War



Vree Saucers
Rare Non-Aligned FleetCost: 5
Any player may sponsor this fleet at double normal influence cost. While ready, any fleet that attacks one of your fleets suffers 1 point of damage after the attack is resolved.
Military: 3
The Non-aligned Worlds, while too small to pose a serious threat individually, may have to be taken seriously if they combine forces.

Print Run: Premiere Edition



Vree Scouts
Fixed Non-Aligned FleetCost: 7
Vree. When attacking or being attacked, Vree Scouts apply their damage before their opponent.
Military: 3
Teams of Vree scout saucers are always available for rapid response to trouble spots.

Included in these starter decks: Non-Aligned

Print Run: The Great War



Warleader's Fleet
Rare Minbari FleetCost: 12
None of your Minbari fleets except the Warleader's Fleet or the Grey Council Fleet may participate in any conflict while the Warleader's Fleet is ready.
Military: 11
A Minbari cruiser is armed with particle beam weapons with a maximum of 350 terawatts. The warship also has a magnetic pulse tractor beam that can be used to pull objects aboard, such as an enemy fighter.

Print Run: Deluxe Edition



Warlock Destroyers
Uncommon Human FleetCost: 8
You must be an ISA member or have 3 Vorlon Marks to sponsor this fleet.
Military: 10
"Only a handful of Warlock Destroyers have come off the construction line so far. Who's ever on that shuttle must be pretty damned important to justify them playing taxi." - Gideon

Print Run:



White Star Fleet
Rare Babylon 5 FleetCost: 11
Any player may sponsor this fleet at normal cost if the Shadow War has begun and if The White Star has ever entered play. This fleet has 2 damage resistance. While attacking a Shadow or Vorlon fleet, this fleet gains a Strife Mark and ignores the target's damage resistance and Strife Marks. If the Shadow War is in effect, this fleet cannot rotate to support conflicts.
Military: 12
"End this." - Delenn

Print Run: The Great War




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