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Rothmorthau
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Post subject: New Card Ideas - Card Slot Savers Posted: Wed Jul 27, 2011 11:06 pm |
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Joined: Fri Dec 03, 2010 3:56 pm Posts: 368 Location: Kent, Ohio
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Name: Double Firepower Cost: 100g? Duration: Permanent Text: Two ground mechanical units deal +50% more damage.
(ETC for Double Airpower, Double Ballistics, Double Aviation Ballistics, Camouflage, Reactive armor... most of the buffs work with this. It would be nice to save a card if I'm making a deck that uses 2.)
Name: Blind Area Cost: 40g? Duration: 2 turns Text: All units in target hex and adjacent hexes have -4 vision for 2 turns
Name: Immobilize Area Cost: 80g? Duration:2 turns Text: All units in target hex and adjacent hexes are immobilized for 2 turns
Name: Vandalism Cost: 75g? Duration: Permanent Text: All units in target hex and adjacent hexes have their movement reduced by 50% permanently.
Name: Hire Four Mercenary Infantry Cost: 100g Duration: 5 rounds Text: Place four Infantry units in your starting area with less health than a regular Infantry unit.
(Also possibly the rest of the same combinations that already exist for enlists)
Name: Triple Overhaul Cost: 100g? Duration: 15 turns Text: Three mechanical units heal 10hp a turn for 15 turns.
Name: Firepower Barrage Cost: 125g? Duration: 1 turn Text: Three ground mechanical units deal +100% damage this turn.
Name: Airpower Barrage Cost: 80g? Duration: 1 turn Text: Three air mechanical units deal +100% damage this turn.
Name: High Caliber Barrage Cost: 50g Duration 1 turn Text: Three Infantry units deal +300% damage this turn.
Name: Ballistics Boost Maneuver Cost: 50g Duration: 1 turn Text: Three Ground Mechanical units have +2 range this turn.
(Also Aviation version)
Name: Field Intelligence Cost: 50g Duration: Permanent Text: Four units gain +1 vision and can see hidden units.
Name: Guerilla Team Cost: 110g Duration: Permanent Text: Two Infantry units gain +100% firepower, +1 range, +1 vision, and camouflage and can shoot while camouflaged.
(Same for Special Forces/Ghost/Delta/Infantry Tech)
And lastly one that I thought of but doesn't really fit with this theme:
Name: Home away from home Cost: 50g? Duration: 1 turn Text: Target hex counts as one of your starting hexes for 1 turn.
(This card would let you get non-temporary heros/merc special forces/etc out on the battlefield where you need them, also would combo with evac and possibly last line of defense)
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chrism
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Post subject: Re: New Card Ideas - Card Slot Savers Posted: Sat Jul 30, 2011 2:26 am |
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| Battle Dex Team |
Joined: Sun Aug 23, 2009 4:02 pm Posts: 1222
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I like the ideas.
I love the last card. It is basically an airlift 1 for any unit without needed an adjacent unit. Sick. Maybe underpriced a bit at 50.
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Bubbles
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Post subject: Re: New Card Ideas - Card Slot Savers Posted: Sat Jul 30, 2011 8:02 am |
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Joined: Mon Mar 29, 2010 7:32 pm Posts: 2828 Location: Louisiana, U.S.
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it astounds me how many awesome card ideas roth is able to think up
_________________ Living goes by fast, catch your breath and it'll pass you by. And it won't last to sulk in the memories you hold.
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