#188469
Something slightly different this time, a Homefront Expansion for the Honorverse Dream Cards.
Honorverse key:
Affiliations -
[Man] The Star Kingdom or Star Empire of Manticore
[Gra] The Protectorate of Grayson
[Hav] The Republic or People's Republic of Haven
[Sol] The Solarian League
[Mesa] The Republic of Mesa or the Mesan Alignment
[And] The Andermani Empire
[Sil] The Silesian Confederacy
[Mas] Masada (thinking about just shuffling this into )
[Ere] The Republic of Erewhon
[Tor] The Kingdom of Torch
Non-Aligned worlds or individuals
Factions:
[Man] Manticoran Alliance
[Mesa] Mesan Alignment
[Ball] Audubon Ballroom
[ESN] Elysian Space Navy
[GA] Grand Alliance
Keywords:
Noble: a member of an established nobility, often accompanied by a title or heir to a title.
Monarch: hereditary head of state, either despotic or parliamentary.
Legislaturalist: a member of the ruling class of the original People's Republic of Haven.
Committee Member: a member of the Committee for Public Safety.
Ex-peep: former citizen of the People's Republic of Haven. Also captured, liberated or defected ships.
Ex-slave: former genetic slave belonging to Manpower or one of its affiliates.
Opposition: member of the political group in opposition to the current sitting government of either Manticore or Grayson.
Steadholder: a feudal lord of a Steadhold on the planet Grayson.
Homefront: Honorverse
Dilemmas:
Treecat Security
After the Yawata Strike Treecats became more involved in interstellar politics, providing bodyguards for all highly placed personnel in the Grand Alliance.
If Treachery present, away team stopped. Unless 2 Alpha -line personnel, or 4 Intelligence or 3 Empathy, place dilemma on mission. All Infiltrators and Assasins at this location are exposed and are attributes -2 .
Unseen Strike
Mesans and Honor Harrington have at least 3 things in common: genetic engineering, an intense and all consuming hatred for each other, and an ability to strike at thier opponent while keeping thier presence unknown.
Your opponent may download 2 Cruisers with crew (maximum 4 personnel) and may initiate battle immediately. Cannot get passed if opponent controls a cruiser at this location.
Programmed Assasin
Throughout the decades leading to the First Havenite War, Haven became known across the sector for its assasins. In less than a decade Mesa's virus assasins surpassed anything Haven could have acomplished.
Opponent may download an Assasin card here. One VIP or Officer here is killed (random selection). Must have 2 Intelligence or 4 Security to get passed.
Doorways:
Manticoran Wormhole Junction
Seeds or plays on Manticoran Wormhole Junction. Any ship with Warshawski may "transit" between this location and any other Manticoran Wormhole location (or vice versa) by using 2 Range. Any [Man] player may, once per turn, download with crew a [Man] frieghter or Transport (limit 2 personnel, must include matching commander) in place of thier normal card play, which must then "transit" the Wormhole if able.
Wormhole Bridge
Seeds or plays on your Bridge location. Any ship with Warshawski may "transit" between this location and any matching Bridge location (or vice versa) using 2 range. If you control a facility here your Warshawski Freighters or Transports may report here for free once per turn.
Events:
Captain's Log
Havenite Civil War
The Havenite government changed hands several times during the Havenite Wars. The Legislaturalists, the Commitee for Public Safety, St. Just, and the Republic all had to fight for control, not to mention popular uprisings and political manipulation.
Plays on any Haven-System location. When your Havenite ship destroys another Havenite ship, remove the destroyed ship from the game to score 5 points. When your Havenite personnel kills another non-captive Havenite personnel, place the killed personnel out of play to score 2 points. (Unique.)
Dissention and Unease
Every ruling government has is opposition, every political movement has it fanatics. Sometimes dissention and fanaticism can be deadly, sometimes it can reap change.
Plays on table. Your Opposition, Dissidents and Rebels are Integrity +1 and may report for free to thier Homeworld, Once per turn.
Honorverse key:
Affiliations -
[Man] The Star Kingdom or Star Empire of Manticore
[Gra] The Protectorate of Grayson
[Hav] The Republic or People's Republic of Haven
[Sol] The Solarian League
[Mesa] The Republic of Mesa or the Mesan Alignment
[And] The Andermani Empire
[Sil] The Silesian Confederacy
[Mas] Masada (thinking about just shuffling this into )
[Ere] The Republic of Erewhon
[Tor] The Kingdom of Torch
Non-Aligned worlds or individuals
Factions:
[Man] Manticoran Alliance
[Mesa] Mesan Alignment
[Ball] Audubon Ballroom
[ESN] Elysian Space Navy
[GA] Grand Alliance
Keywords:
Noble: a member of an established nobility, often accompanied by a title or heir to a title.
Monarch: hereditary head of state, either despotic or parliamentary.
Legislaturalist: a member of the ruling class of the original People's Republic of Haven.
Committee Member: a member of the Committee for Public Safety.
Ex-peep: former citizen of the People's Republic of Haven. Also captured, liberated or defected ships.
Ex-slave: former genetic slave belonging to Manpower or one of its affiliates.
Opposition: member of the political group in opposition to the current sitting government of either Manticore or Grayson.
Steadholder: a feudal lord of a Steadhold on the planet Grayson.
Homefront: Honorverse
Dilemmas:
Treecat Security
After the Yawata Strike Treecats became more involved in interstellar politics, providing bodyguards for all highly placed personnel in the Grand Alliance.
If Treachery present, away team stopped. Unless 2 Alpha -line personnel, or 4 Intelligence or 3 Empathy, place dilemma on mission. All Infiltrators and Assasins at this location are exposed and are attributes -2 .
Unseen Strike
Mesans and Honor Harrington have at least 3 things in common: genetic engineering, an intense and all consuming hatred for each other, and an ability to strike at thier opponent while keeping thier presence unknown.
Your opponent may download 2 Cruisers with crew (maximum 4 personnel) and may initiate battle immediately. Cannot get passed if opponent controls a cruiser at this location.
Programmed Assasin
Throughout the decades leading to the First Havenite War, Haven became known across the sector for its assasins. In less than a decade Mesa's virus assasins surpassed anything Haven could have acomplished.
Opponent may download an Assasin card here. One VIP or Officer here is killed (random selection). Must have 2 Intelligence or 4 Security to get passed.
Doorways:
Manticoran Wormhole Junction
Seeds or plays on Manticoran Wormhole Junction. Any ship with Warshawski may "transit" between this location and any other Manticoran Wormhole location (or vice versa) by using 2 Range. Any [Man] player may, once per turn, download with crew a [Man] frieghter or Transport (limit 2 personnel, must include matching commander) in place of thier normal card play, which must then "transit" the Wormhole if able.
Wormhole Bridge
Seeds or plays on your Bridge location. Any ship with Warshawski may "transit" between this location and any matching Bridge location (or vice versa) using 2 range. If you control a facility here your Warshawski Freighters or Transports may report here for free once per turn.
Events:
Captain's Log
Havenite Civil War
The Havenite government changed hands several times during the Havenite Wars. The Legislaturalists, the Commitee for Public Safety, St. Just, and the Republic all had to fight for control, not to mention popular uprisings and political manipulation.
Plays on any Haven-System location. When your Havenite ship destroys another Havenite ship, remove the destroyed ship from the game to score 5 points. When your Havenite personnel kills another non-captive Havenite personnel, place the killed personnel out of play to score 2 points. (Unique.)
Dissention and Unease
Every ruling government has is opposition, every political movement has it fanatics. Sometimes dissention and fanaticism can be deadly, sometimes it can reap change.
Plays on table. Your Opposition, Dissidents and Rebels are Integrity +1 and may report for free to thier Homeworld, Once per turn.
Last edited by winterflames on Sun Oct 21, 2012 11:46 am, edited 2 times in total.
EHCCGPP wrote:Only in this game is nuking whales from orbit considered a completely legitimate strategy.
EHCCGPP wrote:Continued Existence + Pretty Cards > Continued Existence