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Chapter 7: Home Fires 1914 to 1918

Units

Every unit both sides can field in this chapter, with the game's description and its base numbers. In play the price moves with Opinion, and for the Law with low Legitimacy; upgrades change some numbers too.

Chapter 7: Home FiresSealed so it does not spoil the story for you.Break the seal

The Revolution

Faubourg Crowd

Shop-floor militants

Strength 3. +5 Unrest per turn. Can riot and join assaults.

Cost (Influence)
40
Upkeep
2
Strength
3
Stealth
0
Move
1

Union Steward

Shop-floor militants

Strength 1. Calls factory strikes (Output halved there) and opens talks. Can also be recruited at the Saint-Denis edge.

Cost (Influence)
45
Upkeep
2
Strength
1
Stealth
1
Move
1

Munitions Collective

Reformist unions

Strength 1. Income +3. Strikes or bargains in its factory. Can also be recruited at the Saint-Denis edge.

Cost (Influence)
50
Upkeep
2
Strength
1
Stealth
0
Move
1

Pacifist Speaker

Pacifists and satirists

Stealth 2, Move 2. Sacred Union −1 per turn. Holds peace meetings.

Cost (Influence)
40
Upkeep
2
Strength
0
Stealth
2
Move
2

Satirist

Pacifists and satirists

Stealth 2. Opinion +1 per turn toward you; slips past the censors half the time.

Cost (Influence)
35
Upkeep
2
Strength
0
Stealth
2
Move
1

Satirical Paper

Pacifists and satirists

Building. Opinion +1 per turn toward you; slips past the censors half the time.

Cost (Influence)
50
Upkeep
0
Strength
0
Stealth
0
Move
0
  • Building

Deserter Network

Deserters' networks

Underground. Strength 2, Stealth 4, Move 2. Black-market income +6.

Cost (Influence)
55
Upkeep
2
Strength
2
Stealth
4
Move
2

The Law

Military Police

Police and censors

Strength 4, Move 2. Arrests revealed units. Every deserter arrested goes back to the front: Sacred Union +3.

Cost (Treasury)
50
Upkeep
3
Strength
4
Stealth
0
Move
2

Territorial Guard

Army

Strength 3. −5 Unrest per turn. Output +2 in a factory district (two guards at most count). Can also be recruited at the Saint-Denis edge.

Cost (Treasury)
40
Upkeep
2
Strength
3
Stealth
0
Move
1

Censor Bureau

Police and censors

Building. Blanks the Revolution's Voices in its district and in one neighbour, the one with most of them, chosen again each turn.

Cost (Treasury)
45
Upkeep
0
Strength
0
Stealth
0
Move
0
  • Building

Counter-spy

Second Bureau

Stealth 3, Move 2. Reveals units here 40% of the time each turn, twice as often for the Underground.

Cost (Treasury)
50
Upkeep
3
Strength
0
Stealth
3
Move
2

Line infantry

Army

Strength 4. Soldiers on leave, or waiting for the train to the front.

Cost (Treasury)
60
Upkeep
4
Strength
4
Stealth
0
Move
1

Named targets

Lena Vos

The dancer. Hidden in one of five districts, she moves until she is found.

Strength
0
Stealth
4
Move
0
  • Only in “The Dancer”

Interlude 7

After the finale of chapter 7: Home FiresSealed so it does not spoil the story for you.Break the seal

Simone

The switchboard operator at the Chamber. She hears every call.

Strength
0
Stealth
3
Move
1

Mobile guards

Strength 3. Each guard on the bridge lowers the pressure by 1 a turn.

Cost (Influence)
30
Upkeep
0
Strength
3
Stealth
0
Move
1
  • Never recruited: the story brings it in

League column

Strength 2. Each column on the bridge raises the pressure by 1 a turn.

Cost (Treasury)
30
Upkeep
0
Strength
2
Stealth
0
Move
1

Hardline employer

Stealth 2. Provokes the occupied factories: tension +1.

Cost (Treasury)
35
Upkeep
0
Strength
1
Stealth
2
Move
1