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Weapons and Air Land Sea Armor Projectiles Homefront

Development

Repeatable Allies to Arms New Dynasty Recruitment Centers


A nationally aligned minor powers otherwise May replace a dead monarch/ leader with (re-rollable)
untouched may join the war immediately their heir. May designate one additional owned site to
ꚙ construct units, may also construct one
additional Shipyard.
Phase 1 Zeppelins Trench Tractors Modern Battleships Machine Gun Poison Gas Nationalism
Enables the Enables the Tractor Unit Enables the Carriages Allows for the Contested territories
standard Zeppelin Battleship Unit Armored cars may purchasing and use may still collect
unit as well as now roll two dice at of teir 1 and 2 gas. income
aerodrome a time while
defending

Phase 2 Aeronautic Infiltration Tactics Centralized Fire Siege Guns Creeping Barrage War Bonds
Bombers The attacker can choose how Control Enables the Siege Attacking artillery Roll a d-6 once per
Enables the Bi- many units he attacks with, if Battleships and Gun unit now gives its bonus round and collect the
Plane Bomber he declares an attack. The dreadnaughts may to 2 ground units at number rolled in
Unit defender must then place the repair themselves a time immediate IPCs for
same number of units into outside a Shipyard that nation
defense against these attack for 1 IPC a piece
units, these units then
conduct battle for 1 round.
Winning this battle does
nothing, except surviving units
may return to the reminder of
the army. This attack can only
be initiated if the attack has a
lower amount of men than
the defender.

Phase 3 Heavy Zeppelins Increased Mobilization Joint Bombardment Tanks- Landships Mustard Gas Pervasive Politics
Enables the Heavy For every 3 Inf purchased get Cruisers may now Enables the Allows for the May bribe Neutrals to
Zeppelin Unit and the 4th free. bombard on production and use purchasing and use join war effort. 3 IPC
allows for a amphibious assaults of Landships of teir 3 and 4 gas. per nation and 6 per
parasite ability (original Tanks) Empire

Phase 4 Anti- Aircraft Over the Top Radio Telegraphs Tanks- Light Anti-Gas Measures War Time Promotions
Emplacements On a whole, as the attacker Cruisers and Enables the +1 to enemy Air and land units that
Enables the you may choose to fight each dreadnaughts can production and use offensive gas attack have participated in
building of AA ground battle for one defend at 4 or less of Light Tanks rolls. (Enemy gas combat may now be
guns additional wave/ combat when paired with a dice get a +1 upgraded to an Ace (2
rotation with infantry based battleship modifier). units per round) Inf/
units only. No artillery Additionally rolling a Cav/ MG cost 1 IPC,
6 on gas no longer everything else cost 2
kills one of your IPCs
units
Phase 5 Late War Fighters Advanced Rail Network Aircraft Carriers Tanks- Heavy Counter Batteries Improved Shipyards
While Dogfighting Units within your starting Enables the Enables the Roll 1 d-6 for every Naval Cost Decrease:
for air superiority territory move 3 if territory is production of CVs production and use other defending BB 12
fighters attack and owned or contested of Heavy Tanks infantry. Each hit DN 10
defend with 3. results in one CA 8
Also fighters now opposing infantry Monitor 7
move 3. based unit receiving TD 6
a -1 to its attack SS 5
ability for that TRN 5
offensive action Hospital 5
CV 8
Super Powers receive 3, Major powers receive 2 free tech tokens per round, minors receive 1 token per round. 1-25 IPC
= Minor… 25-50 IPC = Major… 50-ꚙ IPC = Super

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