Terran Rebellion HQ
Federation Seeds or plays on Terran Hideout; it is now the homeworld of Characteristics: Headquarters, Rule hint for this cardThis card has an clarification: When this facility is in play at the Search for Rebels mission location, that location becomes a homeworld for all Federation cards with a Card logging info: Logged by openCards team at May 1st, 2009. | ![]() |
This Card-Review article was written by Chris Heard and was published first on "Decipher's Website (decipher.com)" at Nov 13th, 2000.
Far away from Terra itself, on a small planetoid in the treacherous Badlands, a small group of Terrans plot the overthrow of the Klingon/Cardassian Alliance which has subjugated them to slavery. And with a headquarters like this, they just might succeed.
To begin with, the Terran Rebellion HQ is exceptionally strong defensively, with its SHIELDS of 54. Amazing how hard it is to damage an underground bunker. The HQ also transforms the Terran Hideout into the homeworld of all Federation-affiliated cards with the Terran Empire icon, allowing the empire or rebellion to take advantage of various HQ cards.
Better still, the Terran Rebellion HQ allows any one non-
Terran Empire personnel to play for free. None of that High Council, Senator, Tal Shiar, VIP, Gul, or Ambassador mumbo-jumbo. Any non-
Terran Empire personnel. Granted, there aren't but fourteen such personnel in the Mirror, Mirror expansion itself, but who's counting?
Combos:
- Terran Rebellion HQ + Halkan Council
: Just imagine what you can do with all those regular card plays you don't need for reporting personnel. - Terran Rebellion HQ + HQ: War Room
: You can always use a little attribute enhancement, especially in personnel battle against Alliance forces.
