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Name: Minor Last Stand Duration: 4 rounds Cost: 10g Text: One mechanical unit heals 20hp a round for 3 rounds. On the 4th round that unit loses 60hp.
Name: Last Stand Duration: 4 rounds Cost: 35g Text: One mechanical unit heals 30hp a round for 3 rounds. On the 4th round that unit loses 90hp.
Name: Major Last Stand Duration: 4 rounds Cost: 50g Text: One mechanical unit heals 50hp a round for 3 rounds. On the 4th round that unit loses 150hp.
Name: Glory Duration: 4 rounds Cost: 30g Text: One Infantry unit heals 25hp a round for 3 rounds. On the 4th round that unit loses 75hp.
Name: Enhanced Perception, Temporary Duration: 2 rounds Cost: 0g Text: One unit gains +2 vision and can see hidden units for 2 rounds.
Name: Survey the Field, Temporary Duration: 2 rounds Cost: 0g Text: Two units gain +2 vision and can see hidden units for 2 rounds.
Name: Ground Tech, Temporary Duration: 2 rounds Cost: 115g Text: Give one ground mechanical unit +40% armor and +100% firepower for 2 rounds.
Name: Air Tech, Temporary Duration: 2 rounds Cost: 100g Text: Give one air unit +40% armor and +100% firepower for 2 rounds.
Name: Infantry Tech, Temporary Duration: 2 rounds Cost: 15g Text: Give one Infantry unit +40% armor and +300% firepower for 2 rounds.
[I have no idea if making armor higher than 40% is imbalanced, so I left it at 40%]
Name: Fortify, Temporary Duration: 2 rounds Cost: 75g Text: Immobilize a ground unit and give it +100% firepower and +40% armor for 2 rounds.
Name: Camouflage, Temporary Duration: 2 rounds Cost: 0g Text: Make an Infantry unit invisible unless enemy is adjacent for 2 rounds. This unit cannot fire while camouflaged.
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