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 Post subject: Rothmorthau's Big Book of New Card Ideas
PostPosted: Sat Feb 26, 2011 2:34 am 
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Joined: Fri Dec 03, 2010 3:56 pm
Posts: 369
Location: Kent, Ohio
Centralized place for all my card ideas to date. The ideas get better near the end when I had a better idea of game mechanics.

These are infantry and air counterparts to minor and major artillery:

Snipe
Type: Special
Cost: 85g?
Text: Deal 45 damage to an infantry in the target hex before armor is applied.

Minor Surface to Air Missile Barrage:
Type: Special
Cost: 100g?
Text: Deal 65-85 damage to air mechanical units in target hex and 50% of such damage to adjacent hexes.

Major Surface to Air Missile Barrage:
Type: Special
Cost: 200g?
Text: Deal 150-200 damage to air mechanical units in target hex and 50% of such damage to adjacent hexes.


Mercenary cards

Mercenary Anti-Air Ambush
Type: Mercenary
Duration:2 Turns
Cost: 80g [costs double what a normal merc costs due to utility... good standard to set for all prices I think.]
Text: Place an Anti-Air Halftrack with less HP than a regular AA Halftrack adjacent to a single friendly infantry or ground unit.

Mercenary Heli Ambush
Type: Mercenary
Duration:2 Turns
Cost: 170g [costs double what a normal merc costs due to utility... good standard to set for all prices I think.]
Text: Place a Heli with less HP than a regular Heli adjacent to a single friendly infantry or ground unit.

[ETC with all unit types]

They Like Me More
Type: Debuff
Cost: 85g? [Thats the cost of most expensive merc as of right now]
Text: Immediately set duration of target mercenary to 0 turns.

I Pay Double
Type: Debuff
Cost: 170g?
Text: Immediately gain control of target mercenary. Duration remains the same.

Contract Extension
Type: Buff
Cost 85g?
Text: Increase duration of target mercenary by 3 turns.

Failure Is Not An Option
Type: Heal
Cost: 50g?
Text: Fully repairs any mechanical mercenary unit.

Money Back Guarantee
Type: Special
Cost: 0g
Text: Remove a Mercenary you control. Recieve half its value rounded down to the nearest 5g.

[Just as a note for these next two - I have no idea if these are balanced. Less money up front, more money later is the idea.
I chose 35g because thats what you get from your HQ]

Mercenary Heavy Tank Hero
Type: Heroes
Duration: Special
Cost: 175g?
Text: Place a Heavy Tank Hero in the starting area with higher HP, vision, range, and damage than a regular Heavy Tank.
Each Turn you lose 35g. If you cannot pay Mercenary Heavy Tank Hero is destroyed. [Counts as a hero unit]

Mercenary Heli Hero Ambush
Type: Heroes
Duration:4 turns or Special
Cost: 175g?
Text: Temporarily place Mercenary Heli Hero next to any friendly unit. Unit has higher HP and damage than a regular Heli.
Each turn you lose 35g. If you cannot pay Mercanary Heli Hero is destroyed. [Counts as a hero unit]


Point Blank card ideas:

Bayonete Charge
Type: Damage/Armor
Duration: One Turn
Cost: 30g?
Text: Temporarily increase infantry damage to other infantry to 1000% when attacking 1 hex away. [Yeah I know this is really specific, i just liked the name :-p]

Fire In The Hole
Type: Damage/Armor
Duration: Permanent
Cost: 0g
Text: Increase one Infantry unit's firepower by 300% when attacking exactly 2 hexes away.

'Til You See The Whites of Their Eyes
Type: Damage/Armor
Duration: 1 turn
Cost: 100g?
Text: Increase all units firepower by 100% when attacking 1 hex away.

Point Blank Shot
Type: Damage/Armor
Duration: Permanent
Cost: 0g
Text: Increase one Infantry unit's firepower by 300% when attacking 1 hex away.

Point Blank Firepower
Type: Damage/Armor
Duration: Permanent
Cost: 40g
Text: Increase one ground mechanical unit's firepower by 100% when attacking 1 hex away.

Point Blank Airpower
Type: Damage/Armor
Duration: Permanent
Cost: 35g
Text: Increase one air unit's firepower by 100% when attacking 1 hex away.

Bullet Dodger
Type: Damage/Armor
Duration: Permanent
Cost: 0g
Text: Give one infantry unit +60% armor when being attacked from 3 or more hexes away.

Evasive Maneuvering
Type: Damage/Armor
Duration: Permanent
Cost: 35g
Text: Give one ground mechanical unit +40% armor when being attacked from 3 or more hexes away.

Fancy Flying
Type: Damage/Armor
Duration: Permanent
Cost: 45g [Aircraft are more likely to be attacked from afar due to their speed so this may need to be higher]
Text: Give one aircraft +40% armor when being attacked from 3 or more hexes away.

Assassination
Type: Special
Duration: Permanent
Cost: 70g?
Text: Deal 100 damage to target infantry exactly one hex away from one of your infantry.


Camouflage card ideas:

Forest Camo Paint
Type: Vision/Range
Duration: Permanent
Cost: 80g?
Text: Makes a ground mechanical unit invisible while on green or yellow grass unless enemy is adjacent. Unit can shoot while camouflaged.

Desert Camo Paint
Type: Vision/Range
Duration: Permanent
Cost: 80g?
Text: Makes a ground mechanical unit invisible while on tan sand or brown mud unless enemy is adjacent. Unit can shoot while camouflaged.

Snow Camo Paint
Type: Vision/Range
Duration: Permanent
Cost: 80g?
Text: Makes a ground mechanical unit invisible while on white snow or partial white snow unless enemy is adjacent. Unit can shoot while camouflaged.

Floodlights
Type: Vision/Range
Duration: 2 rounds
Cost: 35g?
Text: All camouflaged units will now be spotted from 1 or 2 hexes away. [Including your own! Be careful.]

Fly Under the Radar
Type: Vision/Range
Duration: Permanent
Cost: 50g?
Text: Makes an aircraft invisible unless an enemy is adjacent. Unit can no longer fly over obstacles.

Guerilla Tactics:
Type: Damage/Armor
Duration: Permanent
Cost: 0g
Text: Target infantry gains +300% firepower while unseen by the enemy.

Guerilla Warfare:
Type: Damage/Armor
Duration: Permanent
Cost: 50g
Text: Target ground mechanical unit gains +100% firepower while unseen by the enemy.

Pilot Tactician:
Type: Damage/Armor
Duration: Permanent
Cost: 65g
Text: Target air unit gains +100% firepower while unseen by the enemy.

Paint Gun: [Yes I know it's silly]
Type: Special
Duration: Permanent
Cost: 50g
Text: Reduce a unit's firepower by 50%. Shots from this unit now permanently remove camouflage. [use it as a buff OR debuff!]

Everywhere at Once
Type: Super Buffs
Duration: Permanent
Cost: 90g
Text: Give one Infantry unit camouflage. When unit attacks, opponent sees the unit attacking from 3 additional random adjacent squares.


Flags

Battle Standard of Initiative
Type: Special
Duration: Permanent
Cost: 75g?
Text: Place a flag on the battlefield adjacent to a friendly unit. [40hp, counts as building]. All friendly units within three hexes of it automatically win coin tosses.

Battle Standard of Alacrity
Type: Special
Duration: Permanent
Cost:75g?
Text: Place a flag on the battlefield adjacent to a friendly unit. [40hp, counts as a building]. Each hex within three hexes of it require .5 less movement for friendly units.

Battle Standard of Entreanching
Type: Special
Duration: Permanent
Cost:75g?
Text: Place a flag on the battlefield adjacent to a friendly unit. [40hp, counts as a building]. Each hex within three hexes of it require .5 more movement for enemy units.

Battle Standard of Attrition
Type: Special
Duration: Permanent
Cost:75g?
Text: Place a flag on the battlefield adjacent to a friendly unit. [40hp, counts as a building]. All enemies within three hexes of it take 5 damage at the start of each turn.

Battle Standard of Morale
Type: Special
Duration: Permanent
Cost:75g?
Text: Place a flag on the battlefield adjacent to a friendly unit. [40hp, counts as a building]. All friendly units within three hexes heal 5 damage at the start of each turn.

Battle Standard of Pestilance
Type: Special
Duration: Permanent
Cost:75g?
Text: Place a flag on the battlefield adjacent to a friendly unit. [40hp, counts as a building]. All resources within three hexes do not provide gold.

Battle Standard of Abundance
Type: Special
Duration: Permanent
Cost:75g?
Text: Place a flag on the battlefield adjacent to a friendly unit. [40hp, counts as a building]. All resources within three hexes provide 10 more gold each turn.

Battle Standard of Diversion
Type: Special
Duration: Permanent
Cost:75g?
Text: Place a flag on the battlefield adjacent to a friendly unit. [80hp, counts as a building]. Enemy units without a priority target will preferentially target this flag.


Weather card ideas:

Fog of War
Type: Special
Duration: 2 Turns
Cost: 45g?
Text: Temporarily reduce vision of all units, including your own, by 2.

Turbulence
Type: Special
Duration: 2 Turns
Cost: 30g?
Text: Temporarily reduce movement of all air units, including your own, by 50%.

Muddy Terrain
Type: Special
Duration: 2 Turns
Cost 45g?
Text: Temporarily reduce movement of all ground units, including your own, by 50%.

Sandstorm
Type: Special
Duration: 2 Turns
Cost: 70g?
Text: Temporarily reduce vision by 2 and movement by 50% to all units, including your own.

Mudslides
Type: Special
Duration: 2 Turns
Cost: 55g?
Text: Units temporarily cannot move up elevation. [They can move down as normal]

Flooding
Type: Special
Duration: 3 Turns
Cost: 70g?
Text: Target a hex containing water. Ground level land up to 2 hexes away from this point require 1 extra movement to pass through by ground units.


Building card ideas:

Infantry Academy:
Type: Special - Building - Permanent - 80hp?
Cost: Highish... $150 maybe? more?
Text: Whenever making infantry directly from your base they are given credit for 3 kills. May only be placed on one of your starting hexes. [so people can't hide them]

Tank Academy:
Type: Special - Building - Permanent - 80hp?
Cost: Highish... $150 maybe? more?
Whenever making heavy or light tanks directly from your base they are given credit for 3 kills. May only be placed on one of your starting hexes. [so people can't hide them]

Pilot Academy:
Type: Special - Building - Permanent - 80hp?
Cost: Highish... $150 maybe? more?
Text: Whenever making a heli or fighter directly from your base they are given credit for 3 kills. May only be placed on one of your starting hexes. [so people can't hide them]

Support Vehicle Academy:
Type: Special - Building - Permanent - 80hp?
Cost: Highish... $150 maybe? more?
Text: Whenever making Artillery or AA halftracks directly from your base they are given credit for 3 kills. May only be placed on one of your starting hexes. [so people can't hide them]

And to steal an idea from hmpf for a buliding...

Ground Vehicle Workshop:
Type: Special - Building - Permanent - 80hp?
Cost: High... $190 maybe? more?
Text: Whenever ground mechanical units begin a turn adjacent to the workshop they are repaired 15% health. May only be placed on one of your starting hexes. [so people can't hide them]

Air Vehicle Workshop:
Type: Special - Building - Permanent - 80hp?
Cost: High... $190 maybe? more?
Text: Whenever flying mechanical units begin a turn adjacent to the workshop they are repaired 15% health. May only be placed on one of your starting hexes. [so people can't hide them]

Medical Tent:
Type: Special - Building - Permanent - 80hp?
Cost: Medium... $80 maybe? more?
Text: Whenever infantry units begin a turn adjacent to the workshop they are repaired 15% health. May only be placed on one of your starting hexes. [so people can't hide them]

And now for a couple buildings to be placed anywhere on the map:

Sandbags [2]:
Type: Special - Building - Permanent - 60hp each?
Cost: Medium...$65 maybe? more?
Text: Create 2 [4] sandbags that prevent movement through a square by ground units. Must be placed adjacent to a ground unit or previously placed sandbag [like smoke].

Trench Warfare [2]
Type:Special - Building - Permanent - 60hp each?
Cost: Medium...$65 maybe? more?
Text: Create 1 [2] trenches that prevent movement through a square by ground mechanical units [infantry ok to pass]. Must be placed adjacent to an infantry unit or previously placed trench [like smoke].

Defensive Tower
Type:Special - Building - Permanent - 100hp?
Cost: Medium... $75 maybe? more? [replaces an infantry so thats $70 sunk already]
Text: Replace an infantry unit with a building with Sight X, Range X, Damage X, Attacks/Turn 3.


Resource card suggestions:

Name: Sabotage Refinery
Type: Special
Cost: 150g
Text: Destroy a friendly unit on a resource hex. That resource is now neutral.

(Total Cost is 150g + unit destroyed. For the opponent to lose similar resources 8 turns or so without recapturing would be required. This also forces the opponent to focus troops back on this point.)

Name: Collect Investment
Type: Special
Cost: 0g
Text: Immediately gain 25g.

(This is 10g less than a typical enlist card but lets you use the gold on whatever you happen to need. Even if you have 3 which is 75g you've also used 3 card slots which still seems fair.)

Name: Oil Pirate
Type: Buff
Cost: 75g
Text: Give a ground mechanical unit the ability to take an opponent's gold from a resource it is occupying. Whenever this occurs the unit takes 15 damage.

Name: Delay Fund Transfer
Type: Special
Cost: 25g
Duration: 1 round
Text: All players receive gold they produced this round in the next round instead.

(Just to be clear, they still get the gold from both rounds, it just delays when they have access to it.)

Name: Demolition
Type: Special
Cost:75g
Duration: Permanent
Text: Permanently destroy a neutral resource.

(It HAS to be a neutral resource, meaning no player has control of it. This one could be fun.)

Name: Delay Production 1
Type: Special
Cost: 35g
Duration: 1 round
Text: Temporarily prevent a neutral resource node from being captured for 1 round.

Name: Delay Production 2
Type: Special
Cost: 60g
Duration: 2 rounds
Text: Temporarily prevent a neutral resource node from being captured for 2 rounds.

Name: Fortify Resource
Type: Special
Cost 50g
Duration: Permanent until control is changed.
Text: Fortify a resource you control so that it takes an enemy Infantry unit 2 turns to capture


Discount card suggestions:

Name: Reinforcement Infantry
Cost: 20g
Duration: Permanent
Text: Place an Infantry unit in your starting area with less hp than a regular Infantry unit. May only be used Turn 10 or later.

Name: Two Reinforcement Infantry
Cost: 80g
Duration: Permanent
Text: Place two Infantry units in your starting area with less hp than a regular Infantry unit. May only be used Turn 10 or later.

Name: Four Reinforcement Infantry
Cost: 160g
Duration: Permanent
Text: Place four Infantry units in your starting area with less hp than a regular Infantry unit. May only be used Turn 10 or later.

Name: Reinforcement AA Halftrack
Cost: 50g
Duration: Permanent
Text: Place an AA unit in your starting area with less hp than a regular AA unit. May only be used Turn 10 or later.

Name: Two Reinforcement AA Halftracks
Cost: 130g
Duration: Permanent
Text: Place two AA units in your starting area with less hp than a regular AA unit. May only be used Turn 10 or later.

Name: Reinforcement Artillery
Cost: 75g
Duration: Permanent
Text: Place an Artillery unit in your starting area with less hp than a regular Artillery unit. May only be used Turn 10 or later.

Name: Two Reinforcement Artillery
Cost: 180g
Duration: Permanent
Text: Place two Artillery units in your starting area with less hp than a regular Artillery unit. May only be used Turn 10 or later.

Name: Reinforcement Light Tank
Cost: 50g
Duration: Permanent
Text: Place a Light Tank unit in your starting area with less hp than a regular Light Tank unit. May only be used Turn 10 or later.

Name: Two Reinforcement Light Tanks
Cost: 130g
Duration: Permanent
Text: Place two Light Tank units in your starting area with less hp than a regular Light Tank unit. May only be used Turn 10 or later.

Name: Reinforcement Heavy Tank
Cost: 105g
Duration: Permanent
Text: Place a Heavy Tank unit in your starting area with less hp than a regular Heavy Tank unit. May only be used Turn 10 or later.

Name: Two Reinforcement Heavy Tanks
Cost: 230g
Duration: Permanent
Text: Place two Heavy Tank units in your starting area with less hp than a regular Heavy Tank unit. May only be used Turn 10 or later.

Name: Reinforcement Fighter
Cost: 95g
Duration: Permanent
Text: Place a Fighter unit in your starting area with less hp than a regular Fighter unit. May only be used Turn 10 or later.

Name: Two Reinforcement Fighters
Cost: 210g
Duration: Permanent
Text: Place two Fighter units in your starting area with less hp than a regular Fighter unit. May only be used Turn 10 or later.

Name: Reinforcement Heli
Cost: 110g
Duration: Permanent
Text: Place a Heli unit in your starting area with less hp than a regular Heli unit. May only be used Turn 10 or later.

Name: Two Reinforcement Helis
Cost: 240g
Duration: Permanent
Text: Place two Heli units in your starting area with less hp than a regular Heli unit. May only be used Turn 10 or later.

Name: Reinforcement Recon
Cost: 10g
Duration: Permanent
Text: Place a Recon unit in your starting area with less hp than a regular Recon unit. May only be used Turn 10 or later.

Name: Two Reinforcement Recons
Cost: 55g
Duration: Permanent
Text: Place two Recon units in your starting area with less hp than a regular Recon unit. May only be used Turn 10 or later.

Name: Reinforcement Fighter and Heli
Cost: 230g
Duration: Permanent
Text: Place one Fighter and one Heli in your starting area with less hp than regular units. May only be used Turn 10 or later.

Name: Reinforcement Heavy and Light Tank
Cost: 185g
Duration: Permanent
Text: Place one Light Tank and one Heavy Tank in your starting area with less hp than regular units. May only be used Turn 10 or later.

Name: Reinforcement Recon and Artillery
Cost: 120g
Duration: Permanent
Text: Place one Recon and one Artillery in your starting area with less hp than regular units. May only be used Turn 10 or later.

Name: Reinforcement Heli and AA
Cost: 185g
Duration: Permanent
Text: Place one Heli and one AA in your starting area with less hp than regular units. May only be used Turn 10 or later.

Name: Reinforcement Infantry and Recon
Cost: 70g
Duration: Permanent
Text: Place one Infantry and one Recon in your starting area with less hp than regular units. May only be used Turn 10 or later.


Buffed unit Suggestions

Name: Tough Infantry
Cost: 65g
Duration: Permanent
Text: Place an Infantry unit in your starting area with more hp than a regular Infantry unit.

ETC for all unit types.

Name: Blitz Infantry
Cost: 65g
Duration: Permanent
Text: Place an Infantry unit in your starting area with +1 movement.

Name: Blitz Anti-Air
Cost: 95g
Duration: Permanent
Text: Place an AA unit in your starting area with +50% movement.

ETC for all unit types.

Name: Stealth Infantry
Cost: 60g
Duration: Permanent
Text: Place an Infantry unit in your starting area that is invisible unless an enemy is adjacent. This unit cannot fire while camouflaged.

Name: Resilient Light Tank
Cost: 105g
Duration: Permanent
Text: Place a Light Tank unit in your starting area that heals 5hp each turn.

ETC for all unit types (except infantry maybe...or that could be an ultra rare)

Name: Veteran Infantry
Cost: 65g
Duration: Permanent
Text: Place an Infantry unit in your starting area that has credit for 2 kills.

ETC for all unit types

Name: Relentless Heli
Cost: 185
Duration: Permanent
Text: Place a Heli unit in your starting area that cannot be targeted by debuffs.

ETC for all unit types.

Name: Recon Specialization
Cost: 110g
Text: When building Recon units from your Headquarters they have +1 vision.
[This puts a buff on HQ, only one specialization allowed at a time]

Name: Light Tank Specialization
Cost: 110g
Text: When building Light Tank units from your Headquarters they have +50% movement.
[This puts a buff on HQ, only one specialization allowed at a time]

Name: Heavy Tank Specialization
Cost: 110g
Text: When building Heavy Tank units from your Headquarters they have +25% firepower.
[This puts a buff on HQ, only one specialization allowed at a time]

Name: Anti-Aircraft Specialization
Cost: 110g
Text: When building AA units from your Headquarters they have credit for 1 kill.
[This puts a buff on HQ, only one specialization allowed at a time]

Name: Artillery Specialization
Cost: 110g
Text: When building Artillery units from your Headquarters they have +1 range.
[This puts a buff on HQ, only one specialization allowed at a time]

Name: Fighter Specialization
Cost: 110g
Text: When building Fighter units from your Headquarters they have +15% armor.
[This puts a buff on HQ, only one specialization allowed at a time]

Name: Heli Specialization
Cost: 110g
Text: When building Heli units from your Headquarters they can see hidden units.
[This puts a buff on HQ, only one specialization allowed at a time]

Name: Infantry Specialization
Cost: 110g
Text: When building Infantry units from your Headquarters they have +1 movement.
[This puts a buff on HQ, only one specialization allowed at a time]

Name: Dilute Ground Fuel
Type: Debuff
Cost: 80g
Duration: 3 rounds
Text: Cause all ground mechanical units produced from a headquarters to have -50% movement for 2 rounds after being produced.

Name: Dilute Air Fuel
Type: Debuff
Cost: 80g
Duration: 3 rounds
Text: Cause all air units produced from a headquarters to have -50% movement for 2 rounds after being produced.

Name: Poison the Water Supply
Type: Debuff
Cost: 80g
Duration: 3 rounds
Text: Cause all Infantry units produced from a headquarters to have -50% movement for 2 rounds after being produced.

Name: Jam Their Frequency
Type: Debuff
Cost:10g
Duration: Permanent
Text: Cause a headquarters to no longer provide vision.

Name: Hack Their Frequency
Type: Debuff
Cost: 45g
Duration: 3 rounds
Text: Cause a headquarters to provide vision to you.

Name: Constrict Deployment
Type: Debuff
Cost: 35g
Duration: 4 rounds
Text: Units deployed from a headquarters may only be placed on starting area hexes directly adjacent to the headquarters.

Name: Agent on the Inside
Type: Debuff
Cost: 135g
Duration: 1 round
Text: Gain control of the first unit produced from a headquarters.


Hero unit suggestion:

Name: General Boom
Cost: 225g
Type: Hero
Text: General Boom is a Light Tank with more hp and armor than a regular Light Tank unit. A land mine is placed beneath him at the start of each turn. General Boom cannot set off land mines.

[HP as light tank hero, +40% armor]


Dealing with Kills:

Name: Priority Target
Type: Debuff
Cost: 0g
Text: Cause an enemy unit to count for two kills instead of one when it is defeated.

Name: Priority Target 2
Type: Debuff
Cost: 35g
Text: Cause two enemy units to count for two kills instead of one when they are defeated.

Name: Priority Target 3
Type: Debuff
Cost: 50g
Text: Cause three enemy units to count for two kills instead of one when they are defeated.

Name: Fast Learner
Type: Super Buff
Cost: 55g
Text: Cause one mechanical unit to receive credit for two kills for each enemy they kill.

Name: Trivial Target
Type: Super Buff
Cost: 0g
Text: Cause one mechanical unit to not provide credit for a kill when it is defeated.

Name: Trivial Target 2
Type: Super Buff
Cost: 20g
Text: Cause two mechanical units to not provide credit for a kill when they are defeated.

Name: Trivial Target 3
Type: Super Buff
Cost: 40g
Text: Cause three mechanical units to not provide credit for a kill when they are defeated.

Name: Stupify
Type: Debuff
Cost: 40g
Text: Remove all kills from one mechanical unit. That unit no longer receives credit for kills.

Name: Offensive Tactician
Type: Super Buff
Cost: 35g
Text: Cause one mechanical unit to to receive +50% firepower for veteran status and +75% firepower for legendary status in place of the normal benefit.

Name: Defensive Tactician
Type: Super Buff
Cost: 35g
Text: Cause one mechanical unit to receive +25% armor for veteran status and +35% armor for legendary status in place of the normal benefit.

Name: Marksman Tactician
Type: Super Buff
Cost: 65g
Text: Cause one mechanical unit to receive +1 vision and range for veteran status and an additional +1 vision and range for legendary status in place of the normal benefit. [This would NOT stack with range buffs]

Name: Transport Tactician
Type: Super Buff
Cost: 35g
Text: Cause one mechanical unit to receive +50% movement for veteran status and +75% movement for legendary status in place of the normal benefit. [This would NOT stack with movement buffs]

Name: Second Wind
Type: Super Buff
Cost: 80g
Text: Cause one mechanical unit to completely heal when achieving veteran and legendary status in place of the normal benefit.


Debuff card ideas:

Name: Minor Disrepair
Type: Debuff
Cost: 0g
Duration: 20 turns
Text: Damage one mechanical unit by 5hp each turn for 20 turns. Heroes are immune.

Name: Disrepair
Type: Debuff
Cost: 15g
Duration: 15 turns
Text: Damage one mechanical unit by 10hp each turn for 15 turns. Heroes are immune.

Name: Major Disrepair
Type: Debuff
Cost: 30g
Duration: 10 turns
Text: Damage one mechanical unit by 15hp each turn for 10 turns. Heroes are immune.

Name: Farsighted
Type: Debuff
Cost: 0g
Duration: Permanent
Text: Increase the minimum range that a mechanical unit can attack by one. Heroes are immune.

Name: Farsighted Temporary
Type: Debuff
Cost: 0g
Duration: 2 turns
Text: Increase the minimum range that a mechanical unit can attack by two. Heroes are immune.

Name: Nearsighted
Type: Debuff
Cost: 0g
Duration: Permanent
Text: Reduce the maximum range that a mechanical unit can attack by one. Heroes are immune.

Name: Nearsighted Temporary
Type: Debuff
Cost: 0g
Duration: 2 turns
Text: Reduce the maximum range that a mechanical unit can attack by two. Heroes are immune.

Name: Cripple Ground
Type: Debuff
Cost: 15g
Duration: Permanent
Text: Disable the first attack of a mechanical ground unit each round. Heroes are immune.

Name: Cripple Ground Temporary
Type: Debuff
Cost: 20g
Duration: 2 rounds
Text: Disable the first two attacks of a mechanical ground unit each round. Heroes are immune.

Name: Cripple Air
Type: Debuff
Cost: 15g
Duration: Permanent
Text: Disable the first attack of a mechanical air unit each round. Heroes are immune.

Name: Cripple Air Temporary
Type: Debuff
Cost: 20g
Duration: 2 rounds
Text: Disable the first two attacks of a mechanical air unit each round. Heroes are immune.

Name: Damage Ground Motor
Type: Debuff
Cost: 35g
Duration: Permanent
Text: Each hex that a ground mechanical unit moves causes that unit to take 5hp damage. Heroes are immune.

Name: Damage Air Motor
Type: Debuff
Cost: 45g
Duration: Permanent
Text: Each hex that an air mechanical unit moves causes that unit to take 5hp damage. Heroes are immune.

Name: Misinformation
Type: Debuff
Cost: 20g
Duration: 2 rounds
Text: One mechanical unit will attack the enemy unit with the most hp in range as opposed to the least. Heroes are immune.

Name: Control Movement
Type: Debuff
Cost: 80g
Duration: 1 round
Text: Give an enemy mechanical unit movement orders this turn. Heroes are immune.

Name: Judgement
Type: Debuff
Cost: 100g
Duration: Permanent
Text: Remove all buffs from one unit. Heroes are immune.

[And now for the silly one :lol: ]

Name: Flower Artillery
Type: Debuff
Cost: 120g
Duration: 1 round
Text: Units in target hex and all adjacent hexes are disabled and cannot attack this turn. Heroes are immune.

Name: Reposition
Type: Movement
Cost: 0g
Text: Move a friendly mechanical unit exactly one hex. Must end in a space that unit can typically occupy.

Name: Reposition 2
Type: Movement
Cost: 35g
Text: Move a friendly mechanical unit exactly two hexes. Must end in a space that unit can typically occupy.

[Island paradise tree skip!?]

Name: Reposition 3
Type: Movement
Cost: 50g
Text: Move a friendly mechanical unit exactly three hexes. Must end in a space that unit can typically occupy.

Name: Airdrop Light Tank
Type: Movement
Cost: 130g
Text: Place a Light Tank unit adjacent to a friendly air unit.

Name: Airdrop AA
Type: Movement
Cost: 130g
Text: Place an AA unit adjacent to a friendly air unit.

Name: Airdrop Heavy Tank
Type: Movement
Cost: 190g
Text: Place a Heavy Tank unit adjacent to a friendly air unit.

Name: Airdrop Artillery
Type: Movement
Cost: 155g
Text: Place an Artillery unit adjacent to a friendly air unit.

Name: Airdrop Recon
Type: Movement
Cost: 90g
Text: Place a Recon unit adjacent to a friendly air unit.

Name: Strategic Redeployment
Type: Movement
Cost: 25g
Text: Evacuate one unit to a hex adjacent to a control point that you control.

Name: Strategic Redeployment 2
Type: Movement
Cost: 60g
Text: Evacuate two units to hexes adjacent to a control point that you control.

Name: Strategic Redeployment 3
Type: Movement
Cost: 85g
Text: Evacuate three units to hexes adjacent to a control point that you control.

Name: All-Terrain Vehicle
Type: Movement
Cost: 30g
Text: Ground mechanical unit now has ability to travel up and down elevation.

Name: Hitch a Ride
Type: Movement
Cost: 120g
Text: Place an infantry unit adjacent to a ground mechanical unit.

Name: Hitch a Ride 2
Type: Movement
Cost: 200g
Text: Place two infantry units adjacent to a ground mechanical unit.

Name: Deploy Ranger
Type: Movement
Cost: 175g
Text: Place an Infantry unit next to a friendly ground mechanical unit with +1 hex movement, +40% armor, +100% Firepower, +1 vision and +1 range.

New Card Ideas: Super Buffs

Name: Armed to the Teeth
Type: Super Buff
Duration: Permanent
Cost: 125g
Text: Give one Infantry unit Camouflage, +300% Firepower, +40% Armor, +1 Hex Movement, +1 Vision, +1 Range. This unit can shoot while camouflaged. This unit can no longer capture resources or control points.

Name: Ace Dogfighter
Type: Super Buff
Duration: Permanent
Cost: 115g
Text: Give one Fighter unit +50% firepower, +2 Vision, +2 Range, +50% Movement. This unit can no longer fire at ground targets.

Name: Heavy Artillery
Type: Super Buff
Duration: Permanent
Cost: 165g
Text: Give one Artillery unit the ability to deal 50% of normal damage to all ground units adjacent to its primary target when attacking. This unit is immobilized.

[The intent of this card is that the artillery deals damage as normal to one target and all adjacent squares act as if they were just attacked at -50% damage. This probably requires separate damage for each since Arts do different damage to infantry than mechanical.]

Name: Air camouflage
Type: Super Buff
Duration: Permanent
Cost: 60g
Text: Make an AA invisible to air units only unless the air unit is adjacent. This unit can shoot while camouflaged.

[Ground units can still spot for the Air unit]

Name: Juggernaut
Type: Super Buff
Duration: Permanent
Cost: 125g
Text: Give one Heavy Tank +75% movement. If this unit is blocked by an enemy unit it immediately gains an additional attack that does not count against its attacks per round.

Name: Intelligence Specialist
Type: Super Buff
Duration: Permanent
Cost: 85g
Text: Give one Recon unit +2 vision and camouflage. It can see hidden units. This unit is immobilized and cannot shoot while camouflaged.

Name: Install Minigun
Type: Super Buff
Duration: Permanent
Cost: 100g
Text: Give one Light Tank or Heli the ability to attack air units for 13-15 damage. This unit has -1 hex movement.

[This makes it so LT's do about as much as AA's over 5 attacks and Heli's do as much as a fighter to air]

Damage/Armor Cards

Name: Anti-Air Equipment
Duration: Permanent
Cost: 50g
Text: Increase one mechanical unit's firepower vs Air units by 100% but decrease its firepower vs Infantry, ground, and buildings by 50%.

Name: Anti-Vehicle Equipment
Duration: Permanent
Cost: 50g
Text: Increase one mechanical unit's firepower vs ground mechanical units by 100% but decrease its firepower vs Infantry, air, and buildings by 50%.

Name: Anti-Personnel Equipment
Duration: Permanent
Cost: 50g
Text: Increase one mechanical unit's firepower vs Infantry by 100% but decrease its firepower vs ground, air, and buildings by 50%.

Name: Anti-Structure Equipment
Duration: Permanent
Cost: 50g
Text: Increase one mechanical unit's firepower vs buildings by 100% but decrease its firepower vs Infantry, air, and ground by 50%.

Name: Heavy Kevlar
Duration: Permanent
Cost: 35g
Text: Give one Infantry unit +60% armor but -1 hex movement.

[This prevents movement buffs]

Name: Heavy Reactive Armor
Duration: Permanent
Cost: 60g
Text: Give one ground mechanical unit +40% armor but -25% hex movement.

[This prevents movement buffs]

Name: Heavy Titanium Armor
Duration: Permanent
Cost: 55g
Text: Give one air unit +40% armor but -25% hex movement.

[This prevents movement buffs]

Name: Building Fortification
Duration: Permanent
Cost: 40g
Text: Give one building +75% armor.

Name: Heavy Shot
Duration: Permanent
Cost: 30g
Text: One ground mechanical unit does the same amount of damage each turn with 1 less shot per round.

Name: Heavy Shot Temporary
Duration: 2 Turns
Cost: 25g
Text: One ground mechanical unit does the same amount of damage each turn with 2 less shots per round.

[Yes, this prevents this from being used on Artillery]

Name: Heavy Air Shot
Duration: Permanent
Cost: 25g
Text: One air unit does the same amount of damage each turn with 1 less shot per round.

Name: Heavy Air Shot Temporary
Duration: 2 Turns
Cost: 20g
Text: One air unit does the same amount of damage each turn with 2 less shots per round.

Name: Quick Shot
Duration: Permanent
Cost: 30g
Text: One ground mechanical unit does the same amount of damage each turn with 1 more shot per round.

Name: Quick Shot Temporary
Duration: 2 Turns
Cost: 25g
Text: One ground mechanical unit does the same amount of damage each turn with 2 more shots per round.

Name: Quick Air Shot
Duration: Permanent
Cost: 25g
Text: One air unit does the same amount of damage each turn with 1 more shot per round.

Name: Quick Air Shot Temporary
Duration: 2 Turns
Cost: 20g
Text: One air unit does the same amount of damage each turn with 2 more shots per round.

Vision/Range Ideas

Name: High Flier
Duration: Permanent
Cost: 10g
Text: One air unit has vision as if it were 1 elevation higher.

Name: Intel Tech
Duration: Permanent
Cost: 40g
Text: One unit can see occupied hexes that are 2 hexes past its normal vision.

[This does not show WHAT unit, only that a unit exists. Counts as a vision buff]

Name: Tactical Camouflage
Duration: Permanent
Cost: 25g
Text: Make an Infantry unit invisible unless enemy is adjacent. Unit cannot fire until it is dealt damage each turn.

Name: Feign Infantry Strength
Duration: Permanent
Cost: 0g
Text: Make an Infantry unit appear to have +40% armor and +150% firepower to your enemy.

[This prevents these buffs from actually being applied to that unit]

Name: Feign Vehicle Strength
Duration: Permanent
Cost: 25g
Text: Make a ground mechanical unit appear to have +20% armor and +50% firepower to your enemy.

[This prevents these buffs from actually being applied to that unit]

Name: Feign Air Strength
Duration: Permanent
Cost: 25g
Text: Make a air unit appear to have +20% armor and +50% firepower to your enemy.

[This prevents these buffs from actually being applied to that unit]

Name: Long Ballistics
Duration: Permanent
Cost: 45g
Text: Increase one ground mechanical unit's minimum and maximum range by 2.

Name: Long Aviation Ballistics
Duration: Permanent
Cost: 25g
Text: Increase one air unit's minimum and maximum range by 2.

Name: Penetrating Shot
Duration: Permanent
Cost: 15g
Text: One ground mechanical unit can shoot through trees.

[Still need vision, cant shoot through elevation]

Name: Penetrating Air Shot
Duration: Permanent
Cost: 10g
Text: One air unit can shoot through trees.

[Still need vision, cant shoot through elevation]

Name: Conceal Infantry Damage
Duration: Permanent
Cost: 0g
Text: Opponent always sees Infantry unit's health as 100% regardless of actual state.

Name: Conceal Ground Damage
Duration: Permanent
Cost: 25g
Text: Opponent always sees ground mechanical unit's health as 100% regardless of actual state.

Name: Conceal Air Damage
Duration: Permanent
Cost: 25g
Text: Opponent always sees air unit's health as 100% regardless of actual state.

Heal cards:

Name: Do It Yourself, Minor
Duration: Permanent
Cost: 0g
Text: Immobilize and pacify a mechanical unit you control for 1 turn. Repair that unit by 50hp.

Name: Do It Yourself
Duration: Permanent
Cost: 30g
Text: Immobilize and pacify a mechanical unit you control for 1 turn. Repair that unit by 100hp.

Name: Do It Yourself, Major
Duration: Permanent
Cost: 50g
Text: Immobilize and pacify a mechanical unit you control for 1 turn. Repair that unit by 150hp.

Name: Back to the Shop
Duration: Permanent
Cost: 0g
Text: Fully repair any mechanical unit on one of your starting hexes.

Name: Apprentice Mechanic
Duration: 5 rounds
Cost: 15g
Text: Immobilize a mechanical unit you control. Each turn that unit heals 20hp.

Name: Mechanic
Duration: 5 rounds
Cost: 30g
Text: Immobilize a mechanical unit you control. Each turn that unit heals 30 hp.

Name: Expert Mechanic
Duration: 3 rounds
Cost: 45g
Text: Immobilize a mechanical unit you control. Each turn that unit heals 50hp.

Name: First Aid Kit
Duration: Permanent until used
Cost: 50g
Text: Give one infantry the ability to heal itself 25hp when it reaches 0 hp once.

Name: Don't Fail Me Now
Duration: Permanent until used
Cost: 70g
Text: Give one mechanical unit the ability to heal itself 20% of its total hp when it reaches 0 hp once.

Name: Scrap for parts
Duration: Permanent
Cost: 40g
Text: Destroy a mechanical unit that you control. Units within 1 hex heal 50hp each.

Name: Repair Squad
Duration: Permanent
Cost: 165g
Text: Mechanical units in target hex heal 100-150 and 50% of such healing to adjacent hexes.

Name: Cleanse
Duration: Permanent
Cost: 60g
Text: Remove all debuffs on one unit.

Name: Doctor/Mechanic
Duration: Permanent
Cost: 50g
Text: One Infantry unit now can only attack friendly units, heals them for damage normally dealt.

Name: Failure Is Not an Option
Duration: Permanent
Cost: 50g
Text: Fully Heal one Mercenary unit.

[This is a card I made a while ago, but since it fits in with the healing theme I put it here too.]

Transport Cards

Name: Decoy Transport
Duration: Permanent
Cost: 35g
Text: Place a Transport unit in your starting area that does not have an Infantry inside. It can shoot at enemy units.

Name: Two Decoy Transports
Duration: Permanent
Cost: 70g
Text: Place two Transport units in your starting area that do not have Infantry inside. They can shoot at enemy units.

Name: Enlist Infantry Transport
Duration: Permanent
Cost: 70g
Text: Place a Troop Transport in your starting area. It can shoot at enemy units.

[This does have an Infantry inside]

Name: Armored Infantry Transport
Duration: Permanent
Cost: 110g
Text: Place a Troop Transport in your starting area with +20% armor and +20% firepower. It can shoot at enemy units.

[This does have an Infantry inside]

Name: Fighter Transport
Duration: Permanent
Cost: 190g
Text: Place a Fighter unit in your starting area. This Fighter can unload and turn into an Infantry.

Name: Tank Transport
Duration: Permanent
Cost: 140g
Text: Place a Light Tank unit in your starting area. This Light Tank can unload and turn into an Infantry.

Name: Tech Transport
Duration Permanent
Cost: 100g
Text: Use a transport vehicle with +20% armor and +20% firepower to transport an Infanty unit. If the transport dies it immediately unloads the Infantry. It can shoot at enemy units.

Name: Amphibious Transport
Duration: Permanent
Cost: 50g
Text: Use a transport vehicle to transport an Infanty unit. It can travel over water using 2 hex movement per hex of water. It can shoot at enemy units.

Name: Escape Transport
Duration: Permanent
Cost: 80g
Text: Use a transport vehicle to transport an Infantry unit with +75% movement speed. It can shoot at enemy units.

Name: Stealth Transport
Duration: Permanent
Cost: 60g
Text: Use a transport vehicle to transport an Infantry that has camouflage. This transport cannot attack while camouflaged.

[This last one is not my idea, but for the life of me I cannot find who came up with it in the forums. Still a good idea.]

Name: Air Transport
Duration: Permanent
Cost: 80g
Text: Use an air transport to transport an Infantry unit. It cannot shoot at enemies.

[Movement 6, Flying, 100hp, cannot attack.]


Last edited by Rothmorthau on Sun Mar 13, 2011 10:11 pm, edited 11 times in total.

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 Post subject: Re: Rothmorthau's Big Book of New Card Ideas
PostPosted: Sat Feb 26, 2011 2:18 pm 
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Joined: Mon Jan 10, 2011 7:27 pm
Posts: 12
Nice cards :D, I like "Surface to Air Barrage" , I like more Anti-air Missiles, or anti-air artyllery xD.

I pay double, has the same effect of bribery but you pay 70 gold more?


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 Post subject: Re: Rothmorthau's Big Book of New Card Ideas
PostPosted: Sat Feb 26, 2011 2:28 pm 

Joined: Sat Apr 24, 2010 8:03 pm
Posts: 355
i dtop now m,ake ideers many from my old ideers has you post now too and because my new ideers not coment any time i think my time is over

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it came a time i controled the full world
but today i must first win vs my cat to controled the house
shit the cat win


iam not caitiff , or is it caitliff to stand 500 metre away from the oponent and shot with a sniper from behind


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 Post subject: Re: Rothmorthau's Big Book of New Card Ideas
PostPosted: Sat Feb 26, 2011 3:33 pm 
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Joined: Fri Dec 03, 2010 3:56 pm
Posts: 369
Location: Kent, Ohio
A lot of these cards ideas came out in December and January, so some of the ideas are already cards now. Also as my knowledge of the game improves the card ideas improve, so a lot of the ones at the beginning were not as good as the later ones.

Mrcaos don't stop making cards just because I'm making cards too. The community needs fresh ideas. I'd suggest making larger theme posts as I have so it doesn't seem like you are spamming the forum and you have a better chance for people to respond.

Rothmorthau


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 Post subject: Re: Rothmorthau's Big Book of New Card Ideas
PostPosted: Sun Feb 27, 2011 6:49 pm 
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Joined: Mon Mar 29, 2010 7:32 pm
Posts: 2829
Location: Louisiana, U.S.
Very nice post. I apologize for not being up to date with the card chat forums, I should've made a library organized post for all your ideas. I've been really busy lately (just got home from Latin Convention then a concert, (haven't had internet in 4 days) but I apologize :) I will do this very soon

EDIT: Til then, stickied

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