Siberian Dawn Heroes of the Union

Heroes of the Union adds 8 new Rank 7 Units to the Union Bloc, and also adds the Guard status to the tactics cards. The Heroes can be added in a couple of ways to the game from within the ARK, and all these new cards can be used in all modes except the Training Missions

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Overview


Heroes of the Union adds 8 new Rank 7 Units to the Union Bloc, each with their own distinct abilities and skills to expand the tactics of the game

Heroes of the Union also adds the Guard status to the tactics cards, giving you a way to defend a Flank with only 1 unit.

The Heroes can be added in a couple of ways to the game from within the ARK, and all these new cards can be used in all modes except the Training Missions, so can be deployed in Mission, Skirmish, and Crisis modes, giving you an increased range of weapons at your disposal over those offered in the Core game


Heroes of the Union


The 8 new heroes added with this DLC expand and add to the forces you had with the Core game, giving new ways to tackle the missions. With 3 new Core units, 3 new Edge units, and 2 new Mentor types, the range of Union Blocs are covered here and now give a greater selection for you.

In the ARK you will find the new Heroes pod where you can control how you want to add the Heroes to a game with either a random 2 in the Market, an event that costs ARK points, a combination of the two, or adding all 8 to the Market.

Lone Wolf


Hein D and Hein K both bring a new ability into the game called Lone Wolf. If a unit with the Lone Wolf X ability is the only one of your units on a Flank and they perform an action then they will have the X value of the Lone Wolf ability added to the action as a bonus.

Guard


Guard is a new Status card that is added to the tactics market that opens up a whole new set of tactical options for your mission. This new card lets you place a solitary unit on a flank into Guard. This unit will then defend the empty site next to them and any attacks from the hostile units on that flank will be directed towards the guarding unit. You will also gain the 1 Influence point in the End phase for the empty site as if it was occupied. The Act ability for the Guard card is to gain 1 Impact.

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