THE WINNU
DESCRIPTION
The Winnarans are a race that long ago was torn about in strife and war and was saved by the ancient rulers of the galaxy, the Lazax. Indebted, the Winnarans became their faithful servants, and after the fall of the Lazax the Winnu on Mecatol Rex began to act as Stewards of Mecatol and preservers of Lazax culture, art, and literature. There has now become a rift between the Winnu of the home planet (now called The Winnu) and the Winnarans who were the servants of the Lazax and now act as Guardians of Mecatol Rex. The Winnu feel their Winnaran brethren, while preserving the culture and relics of the ancient Lazax empire, have not progressed themselves; whereas the Winnu homeworld, while built upon ancient Lazax principles, has continued to develop. And because of this, they are entitled to be the rulers of a new Empire.
The Winnu seem to be an all-or-nothing faction: their abilities and technologies are focused on obtaining and keeping Mecatol Rex. With the expansion, this narrow focus has been honed further. If ignored too long, the Winnu could take the throne of the Empire before the other factions have finished putting on their trousers.
SPECIAL ABILITIES
Blood Ties:
You do not have to spend influence to remove the Custodians token from Mecatol Rex.
So if you can get their fast enough, you can get that point and take Mecatol without having to use up valuable early-game resources.
Reclamation:
After you resolve a Tactical Action during which you gained control of Mecatol Rex, you may place 1 PDS and 1 space dock from your reinforcements on Mecatol Rex.
This helps you build up defenses more quickly to hold Mecatol.
It just occurred to me now:
For naysayers against the new Winnu, it might be interesting to allow the Winnu to claim points without control of their Home System, as long as they control Mecatol Rex. It would amplify the double-down strategy. Of course, not having played with them yet, I'm not sure if their new abilities require such assistance.
You do not have to spend influence to remove the Custodians token from Mecatol Rex.
So if you can get their fast enough, you can get that point and take Mecatol without having to use up valuable early-game resources.
Reclamation:
After you resolve a Tactical Action during which you gained control of Mecatol Rex, you may place 1 PDS and 1 space dock from your reinforcements on Mecatol Rex.
This helps you build up defenses more quickly to hold Mecatol.
It just occurred to me now:
For naysayers against the new Winnu, it might be interesting to allow the Winnu to claim points without control of their Home System, as long as they control Mecatol Rex. It would amplify the double-down strategy. Of course, not having played with them yet, I'm not sure if their new abilities require such assistance.
STARTING UNITS |
ANTHEM |
2 Infantry
1 Carrier 1 Cruiser 2 Fighters 1 PDS 1 Space Dock Down an infantry from TI3. And only 1 carrier. I suppose broad expansion isn't the goal with the Winnu, so much as making a beeline for Mecatol. |
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STARTING TECHNOLOGY
Choose any 1 technology that has no prerequisite.
The Winnu started with three techs in TI3. This opening is weaker, but more flexible. Overrall, still a bit of a nerf.
The Winnu started with three techs in TI3. This opening is weaker, but more flexible. Overrall, still a bit of a nerf.
RACIAL TECHNOLOGY
Hegemonic Trade Policy:
Exhaust this card when 1 or more of your units use Production; swap the resource and influence values of 1 planet you control until the end of your turn.
Not only good for the Winnu homeworld, which has poor production but good influence, but obvious use in fortifying Mecatol Rex.
Lazax Gate Folding:
During your Tactical Actions, if you do not control Mecatol Rex, treat its system as if it has both Alpha and Beta wormholes.
ACTION: If you control Mecatol Rex, exhaust this card to place 1 infantry from your reinforcements on Mecatol Rex.
Something to perhaps consider: if your starting location is by a wormhole, you could take a blue tech as your starting tech and try to get the Technology Strategy for another blue to build Gate folding. If you can get the money to buy the second tech of the Primary, you could get Lazax Gate Folding and take Mecatol on the first round. A bit situational, but one thing you could look at to get grounded on Mecatol.
Exhaust this card when 1 or more of your units use Production; swap the resource and influence values of 1 planet you control until the end of your turn.
Not only good for the Winnu homeworld, which has poor production but good influence, but obvious use in fortifying Mecatol Rex.
Lazax Gate Folding:
During your Tactical Actions, if you do not control Mecatol Rex, treat its system as if it has both Alpha and Beta wormholes.
ACTION: If you control Mecatol Rex, exhaust this card to place 1 infantry from your reinforcements on Mecatol Rex.
Something to perhaps consider: if your starting location is by a wormhole, you could take a blue tech as your starting tech and try to get the Technology Strategy for another blue to build Gate folding. If you can get the money to buy the second tech of the Primary, you could get Lazax Gate Folding and take Mecatol on the first round. A bit situational, but one thing you could look at to get grounded on Mecatol.
AGENTPretty strong ability at the start of game. Could save your home planet to spend on Tech and use this card to build some units, if you felt so inclined.
HEROPretty clutch card for the Winnu. Don't have to worry about getting Imperial on your run to the end zone. And if you DO have Imperial, I guess this means you could do it twice!
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COMMANDERExcellent and much needed defense given this faction's main strategy.
UNLOCK: Control Mecatol Rex OR enter combat there. MECHWhich means if you use a Mech to take Mecatol Rex, you could immediately add a Space Dock and TWO PDS!
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FLAGSHIP
SALAI SAI CORIAN
Sustain Damage
Cost: 8 Battle: 7 Move: 1 Capacity: 3
When this unit makes a combat roll, it rolls a number of dice equal to the number of your opponent's non-fighter ships.
So beware of fleets of advanced fighters.
Sustain Damage
Cost: 8 Battle: 7 Move: 1 Capacity: 3
When this unit makes a combat roll, it rolls a number of dice equal to the number of your opponent's non-fighter ships.
So beware of fleets of advanced fighters.
HOME SYSTEMWell...it's thematic. Better production with the Hegemonic Trade Policy racial tech, but by the time you get that you'd better have Mecatol anyway. Of course if you can get the Agenda phase going early game (meaning you have this and Mecatol), before everyone else builds up their Influence, you'll be a major player in the political arena.
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PROMISSORY NOTEThis is one of my favorite racial Promissory Notes. Be careful with it: you should be able to garner some good deals, but it could potentially cost you the game if someone uses it to take your Imperial strategy just as you're about to win!
Of course, now with Prophecy of Kings, that risk is somewhat mitigated with the Hero... |