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 Post subject: New Card Ideas: Temporary buffs
PostPosted: Sat Mar 26, 2011 9:31 pm 
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Joined: Fri Dec 03, 2010 3:56 pm
Posts: 369
Location: Kent, Ohio
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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