HoN Unofficial Expansions v1 0

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HoN Unofficial Expansions v1 0

Transcript of HoN Unofficial Expansions v1 0

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AmphibiousThis unit moves through water squares as thoughthey were normal squares.

Anti-Aircraft Artillery (AAA)When an opponent plays an Airstrike action card, add +1 tothe anti-aircraft rol l for each AAA unit in your army. SeeAirstrikes! on Rulebook p.5.

ArrowAt the end of the Order Phase, Mad Jack Churchi l l can placethe Arrow marker on an enemy infantry within 7 squares andin Clear LoS. Remove the Arrow at the end of the SupplyPhase.

Aimed Shot: On Mad Jack's order number,check the fol lowing conditions.

- Mad Jack has not moved.- Mad Jack has not participated in an assault.- The Arrow'ed unit is within 7 squares and in Clear LoS.

If Mad Jack meets al l of these conditions, he can fire at theArrow'ed unit with an Aimed Shot.

1. Rol l a die.2 . Add the number of Mad Jack's order token to this die. (Thelonger he waits, the better the aim! )3. I f this rol l meets or exceeds the target's defense, he hits thetarget.

Artillery SpotterProvides accuracy to your blast patterns, including IndirectFire and Arti l lery cards. I f this unit has Clear LoS to a blastplaced by another unit, reduce the dispersion distance by 1intersection.

- You may combine the bonuses of two arti l lery spotters (or anarti l lery spotter with a Precision action card), effectively reducingthe dispersion distance to zero.

BagpipesBi l l Mi l l in has a packed side (unslashed) and a ready side(slashed). With the ready side up, he can play a hymn.

- Bi l l deploys with three Hymn tokens. At the end of Bi l l 'smovement, you may place a Hymn token onto him. Al lfriendly units within 4 squares of Bi l l gain the Hymn's bonus.

- Discard the Hymn token at the end of the Supply Phase.

- As a matter of honor, Bi l l wi l l not attack whi le playing a Hymn,and he wi l l not play the same Hymn twice during one battle.

- Battle of Stirling! +1 bonus to assaultrol ls, including attacking and defending units

- March of the Cameron Men!+2   Movement

- Flower of Scotland! Affected unitsimmediately lose al l Suppressed markers andcannot gain Suppressed markers

Barrage OrderYou may give this unit a Barrage order when activated. Withthis order, the Barrage Order unit does not fire. Instead, itdirects heavy weapons units to fire together.

1. Choose a heavy weapon (red outl ine) unit, such as Bazooka orMG 42.

2. Find al l units that:

- Have that name (such as al l Bazooka units)- Are within 3 squares of the Barrage Order unit- Are unactivated- Are fl ipped with the ready side up

3. You may give each of these units a firing order. Resolve eachorder separately.

4. Place an Activated marker on any unit that fires. (The unit losesits order token and cannot act again. )

- Heavy weapons may take any shot during a Barrage order,including Indirect Fire or equipment shots.

ChargeThis infantry assaults its enemies with guns blazing.

1. Give this unit an assault order.

2 . When the unit moves into the target's square, it fires a shotagainst the target. Resolve this shot normal ly.

3. The defender gains any terrain defense bonuses, but do notapply any obstacle penalties .

4. I f the target survives the shot, resolve the assault.

CharmAt the end of the Order Phase, Ju l ie Aubrac may choose anyenemy unit within 4 squares and in Clear LoS. Remove thatunit's order token.

Dual WeaponWhen this unit fires its weapon, rol l two dice and keep thehighest rol l . Do not apply this bonus to equipment shots orassaults.

EngineerThis abi l i ty provides no direct bonus. However, onlyEngineers can detonate Bangalore equipment tokens, andsome D-Day scenarios grant special actions for Engineers.

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FlamethrowerThis unit can fire a blast that begins in its square.

1. Fire on the Move: This unit can move and fire a flame with asingle order (with a -1 attack penalty ).

2. Flame from Attacker's Square: Place the smal l (yel low icon)or large (red icon) flame pattern so that its narrow end touches thecenter of the attacker's square.

3. LoS: Draw LoS from the attacker to each unit touching theflame.

Obstacles Affect Flames: Obstacles may block or obscure LoSto each target, adding the appropriate penalties.

Vehicles Block LoS (but not Infantry): Flames can passthrough infantry, but not through vehicles. When flame attacks avehicle, that vehicle blocks LoS to the units behind it.

Buildings Block LoS: I f the attacker is adjacent to a bui ld ingopening, it can fire into the bui ld ing, targeting every unit insidethe bui ld ing. The bui ld ing contains the flame, so units outside ofthe bui ld ing are not affected. Otherwise, bui ld ings block LoS.

4. Roll Separate Attack Dice: Rol l and resolve a different attackdie for each unit touching the flame, using the flame token'scombat bonuses.

Heavy Vehicle Targets: Blasts always hit a heavy vehicle's sidedefense.

5. Suppress Targets: Place a Suppressed marker on any targetthat survives this attack.

Boom! When a Flamethrower unit is destroyed, its gas packignites. Fl ip the unit over, creating an impassable square (simi lar toa wreck).

1 . The flame passes through the first German infantry unit to attackthe unit behind it. A hedgerow blocks LoS to the third German

infantry.2. The flame hits the Geman tank but doesn't pass through to the

infantry unit behind it.

Firing Arcs (Heavy Vehicles)Heavy vehicles with firing arcs mustdraw LoS between the triangles whenfiring either of its weapons.

GrenadesOros Snowt may replace any shot with a Grenade. This usesthe same rules and combat bonuses as a Grenade token,without discarding any tokens. See Grenades onRulebook  p.13.

HawkeyeThis unit takes no long-range penalty for shots past 7squares. See Line of Sight on Rulebook p.10.

HowitzerHowitzer attacks are blasts fired directly at the target, ratherthan firing an arc over obstacles. See Indirect Fire onRulebook p.13.

Must Have Clear LoS to the Target: Howitzers use the samerules as Indirect Fire, but the shot cannot travel through anyobstacles . Howitzer attacks do not rol l for dispersion.

May Fire from Inside a Building: A gunner may take coverinside a bui ld ing, but it sti l l cannot target units inside that bui ld ingor any other bui ld ing.

MedicA team gains one Assistance marker for eachMedic in the army.

Not Quite Dead Yet: When an infantry is hitanywhere on the map, you may prevent that hit byplacing an Assistance marker and one Suppressed marker on thatunit.

- When another unit is hit, you may move the Assistance markerto that unit. Removing an Assistance marker from a unitimmediately appl ies the hit that was prevented earl ier.

- An Assisted unit may sti l l be hit and destroyed by other attacks.

Wounded: An Assisted unit must always have at least oneSuppressed marker. I t cannot remove its last Suppressed markerduring the Supply Phase.

Heal: Medics have a packed side (unslashed) and a ready side(slashed).

1. After any square of unit movement, check if the Medic isadjacent to an Assisted unit.

2 . I f the Medic is unactivated and ready side up, then remove theAssistance marker from the unit.

3. Fl ip the Medic to its packed side. I t cannot fl ip back to its readyside unti l the next turn.

4. The Assistance token returns to your supply.

- Heal ing does not remove Suppressed markers, but the Assistedunit may now remove its last Suppressed marker during theSupply Phase.

PsalmeJackson deploys with three Psalme tokens. Discard a tokento add +1 to a Sniper rol l (before rol l ing the die).

- You may only discard one token per shot.

SubstituteWhen a heavy weapon (red outl ine) is hit, you may reassignthe hit to a Substitute unit.

- The Substitute must be within a number of squares of the heavyweapon as shown on the abi l i ty's icon. The icon shown hererequires the unit to be within 2 squares.

- This cannot redirect the hit of an assault.

TerrifyingWhen Von Kamptz wins an assault, place two Suppressedmarkers on the enemy unit ( if i t survives the hit) .

- When Von Kamptz loses or ties an assault, place one Suppressedmarker on the enemy unit.

Urban FighterSasha can enter a bui ld ing through an opening (white arrow)as though it were an entryway.

Assistance

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Additional Shielding (x3)Discard a token to add +1 to a heavy vehicle's defenseagainst one shot (before rol l ing dice).

- You may discard multiple Additional Shielding tokensduring a single shot.

Ammo Belt (x3)Only units with Machine Gunner may use thesetokens. Discard a token to add +2 to a shotagainst infantry or +1 to a shot against a l ightvehicle.

- You may discard multiple Ammo Belt tokens during asingle shot.

- You may combine Ammo Belt tokens and Ammo tokens on asingle shot.

APC Shells (x3)Only heavy vehicles may use these tokens. Discard atoken to add +1 to a shot against a heavy vehicle.

- You may discard multiple APC Shel ls tokens during asingle shot.

- These tokens cannot improve a shot that has X combatbonus against heavy vehicles.

Bangalore (x6)Discard a token to give an infantry a Bangalore orderwhen activated.

Begin a Line: Place the Bangalore tokenon the map, on a l ine between squares,touching an intersection adjacent to theinfantry that receives the order.

Extend a Line: Choose a Bangalore token adjacentto the infantry. Place a Bangalore token adjacent tothat Bangalore, forming a straight l ine with thetokens.

Engineer Detonation: You may give an Engineera detonation order when activated. The Engineerdetonates an adjacent Bangalore and every otherBangalore in its l ine.

- Rol l an attack against each target and structureadjacent to a detonated Bangalore, using the token'scombat bonuses. Then, discard each detonatedBangalore.

- Bangalore tokens have Destruction 3 .

1 . This Engineer places a Bangalore with its first order.2. With its second order, the Engineer places another Bangalore on

the line.3. With a third order, the Engineer detonates the Bangalores,

attacking any adjacent units and structures.

Demolition Charge (x3) &Explosives M1 (x3)Discard a token at the end of an infantry'smovement, which may be Supply Phasemovement. Place the token on an adjacentstructure .

- At the beginning of any Supply Phase, this token explodes.Remove the token and make a Destruction 4 attack against thestructure. See Destruction on Rulebook p.14.

- An infantry may place multiple tokens during a single movement.

Fuel (x3)Discard a token to increase a vehicle's movement by +1for a turn.

- A vehicle may only use one Fuel per turn.

Gear (x3 or x5)This option provides 3 or 5 equipment tokens of theplayer's choice. During setup, choose any combinationof tokens shown on the Gear option and place thosetokens in your supply.

Goliath (x1)This option provides the Gol iath unit, whichdeploys normal ly during setup.

The Gol iath cannot fire. I t can move duringthe Activation Phase or Supply Phase, and itcan be targeted and hit normal ly.

- Gol iaths can move into a square occupied by any enemy infantryor vehicle. I t may pass through the square or explode in thesquare.

- Exploding destroys the Gol iath and attacks the unit in theGol iath's square, using the combat bonuses on the Gol iath's fl ippedside.

- This explosion hits the side defense of heavy vehicles and hasDestruction 2 .

- The Gol iath cannot explode during the Supply Phase!

Grapnel (x3)Discard a token to give an infantry aGrapnel order. This order can replace aninfantry's activation or its Supply Phasemovement.

- Place the Grapnel token on an adjacentcl iff square.

- Infantry may move through a cl iff square with a Grapnel . Thissquare has difficult passage (halts the infantry when it enters)and does not al low Fire on the Move .

HE Shells (x3)Discard a token to replace the shot of aheavy vehicle's primary weapon (redweapon) with a Howitzer shot, using the redblast pattern. See Indirect Fire onRulebook  p.13.

Horn of Plenty (x1)This option provides the Horn of Plenty unit, whichdeploys normal ly during setup, as a unit withScout  3   (deploys up to 3 squares outside of thedeployment zone).

- The Horn cannot move or fire, butit can be targeted and hit.

- The Horn provides explosives to al l a l l iedunits within 2 squares, upgrading the units'blue blast pattern attacks to the green blastpattern.

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Magnetic Mine (x3) & Sticky Bomb (x3)Discard a token at the end of an infantry's movement,which may be Supply Phase movement. Place the tokenon an adjacent enemy vehicle.

- I f the vehicle moves, the token remains attached.

- At the end of any Supply Phase, the token explodes.Remove the token and attack the vehicle, using thetoken's combat bonuses. This hits a heavy vehicle's sidedefense.

- One infantry may play multiple bombs on a singlemovement. Resolve each bomb separately.

Position (x1)This option provides a one-square defensive position.

- During the Supply Phase, you may order an infantry toset up the position instead of moving. Place the Positionin the infantry's square.

- Positions cannot be placed over bui ld ings, wrecks,ruins, water, other defensive positions, or squaresinaccessible to infantry.

Shovel (x4)Only infantry may use these tokens.Discard a token to add +1 to an assaultrol l .

- You may discard multiple Shovel tokensduring a single assault.

Dig a Trench: You may also discard a Shoveltoken to dig a sand trench.

- Discard the token at the end of an infantry'smovement. The infantry must end its movementin a beach square.

- Place the token with its trench side up, on a l ine betweensquares, adjacent to the infantry that uses the token. This tokenobscures LoS  .

Heroes cannot use traits! Field commanders cannot sharetraits with units on other tiles!

Ace DriverOnly affects vehicles with Fire on the Move . Reducesthe Fire on the Move attack penalty by 1.

- Does not affect units with no penalty to Fire on theMove.

BloodthirstyWhen these units win an assault as the attacker, theyhit the defender twice.

CourageousRemove 2 Suppressed markers from these units (insteadof 1) during the Supply Phase.

FerociousWhen attacking during an assault, these units alwaysforce the defender to retreat, even win they lose or tiethe assault rol l . See Assaults on Rulebook p.12.

- The attacker must survive the assault to force aretreat.

- Vehicles never retreat from assaults.

Hardboiled (x3)Discard a token at any time to remove aSuppressed marker from a unit. You may playmultiple tokens to remove multiple markers.

- This token can't affect a rol l unless usedbefore rol l ing dice.

HardenedProvides an order token, but at least one unit on the ti lemust receive an order token each turn, as with thePersonal Order special abi l i ty.

No more than 10 order tokens per turn!

Heroic (x3)Discard a token to reactivate a unit that justactivated.

- This does not require another order token,but no other orders may occur between thetwo activations.

- Units cannot use two of these tokens to activate a third time.

- Units cannot use these tokens during the Supply Phase. (Units donot activate during the Supply Phase. )

IntrepidThese units always have initiative, acting before otherunits with the same order number.

- I f opposing units have this trait, then the player withinitiative acts first.

Nazi BasterdsYour  enemies gain a +1 bonus to assault rol ls againstthese units.

- This option provides 30 additional army points.

SharpshootersIncreases the distance for long-range shots by 2squares. (These units take a -2 long-range penaltyagainst targets more than 9 squares away, ratherthan   7. )

- Also adds +2 range to al l units withLimited   Range  . This does not increase the range ofGrenades or other equipment token attacks.

TankbusterOnly affects infantry with Assault. These infantry gain+2 combat bonus when assaulting heavy vehicles.

- This al lows units with an X combat bonus versus heavyvehicles to assault with a +2 bonus.

Tricky (x2)These tokens have a concealed side.See Ambush on Rulebook p.16.

- Deploy these tokens with theconcealed side up, as though theywere units. You may place order tokenson these tokens and move them.

- Destroy these tokens when they are spotted by another unit.

- I f a Tricky token comes into LoS with another concealed unit,reveal al l Tricky tokens first (and destroy them). Tricky tokenscannot spot a real concealed unit.

- Opposing Tricky tokens spot and destroy each other

Triggerhappy (x3 Suppressed markers)When these units fire, you may place one of the 3Suppressed markers on the target before rol l ing theattack.

- This affects any firing order, including Grenades orspecial abi l i ty shots, but not assaults.

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Order options affect your entire army!

Airstrike & Artillery (x1 or X3)At setup, shuffle 1 or 3 Airstrike or Arti l lery cards into your deck.These cards do not count toward the 40-card deck minimum. SeeCustom Decks on Rulebook p.5.

- Airstrike cards are subject to an AAA rol l .

Battle PlanProvides a special order token, which al lows a unitto act on any order number. See More About OrderTokens on Rulebook p.6.

Directive (x1 or x3)At setup, choose 1 or 3 of the Directive tokens shownbelow and place them in your supply.

- At the end of the Order Phase, you may place aDirective onto any officer (yel low outl ine) with orderstars. Place no more than one Directive each turn.

- The officer and al l friendly units within 3 squares gain theDirective's bonus.

- Discard the Directive at the end of the Supply Phase.

- Fire at Will! +1 combat bonus againstinfantry- Charge! +1 bonus to assault rol ls- Double Time! +2 movement- Hold Your Ground! +1 defense to infantry

GuardianYour infantry gain +1 additional defense from anyterrain with infantry defense bonuses .

HiddenThis order is simi lar to the Concealed order onRulebook p.19.

Infiltrated (x2)This unique option may only be played on the Miller'sRangers recruitment ti le, and it only affects the units  onthat  ti le.

- Units on the ti le gain Scout 6 (may deploy up to 6squares outside of the deployment zone).

- These units may also use two Infi l trated tokens, which functionl ike Concealed tokens. See Concealed on Rulebook p.19.

Initiative (x1)Discard this token to prevent the InitativeMarker from fl ipping during a Supply Phase.This means that the player with initiative doesnot change next turn. The Initiative Markerfl ips normal ly during the next Supply Phase.

Smoke (x3)Provides smoke bombs. Al l shots fired from, into, oracross smoke take a or obstacle penalty.

1. During the Order Phase, place an order token on asmoke pattern. Activate the smoke pattern during theActivation Phase.

2 . Place the smoke pattern at any intersection on the map, with theside up.

3. Rol l a die for dispersion. I f 1–4, move the smoke 1 intersection,as with Indirect Fire. See Rulebook p.13.

4. At the end of the next Supply Phase, fl ip the smoke to itsside, reducing the obstacle penalty.

5. At the end of the fol lowing Supply Phase, discard the smokepattern.

- Arti l lery Spotter units or the Precision action card can reduce thedispersion distance to zero.

Most obstacles check every square in LoS, not countingthe attacker's square or the target's square. Smokepatterns only apply a penalty once for any shot, andsmoke affects both the attacker's and target's squares.

Order Star: Place a unit option into this slot to gainan order token. You lose that token when the optionfl ips.

Zero Cost: You do not need to spend any armypoints to recruit the recruitment option in this slot.

Scout: The units on this option gain Scout 6. (Youmay deploy the units up to 6 squares away from thedeployment zone. )

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