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 Post subject: New Card Ideas: Transports
PostPosted: Sun Mar 13, 2011 10:05 pm 
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Joined: Fri Dec 03, 2010 3:56 pm
Posts: 369
Location: Kent, Ohio
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.]


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 Post subject: Re: New Card Ideas: Transports
PostPosted: Sun Mar 13, 2011 10:20 pm 
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Joined: Mon Nov 15, 2010 5:50 am
Posts: 227
Location: Barcelona
Never thought i would get so pumped up about transports. i love the tech and amphib and decoy ideas.

50k a year to start? We MEANT to say 75k... :P

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