I was in the mood to make some power cards so here we go
Name: Enlist Artillery, AA, and Recon
Cost: 225g (60g savings)
Text: Place an Artillery, AA, and Recon unit in your starting area.
Name: Tough Heli (and every other unit)
Text: Place a Heli in your starting area with +20% armor that heals 10hp each turn.
Duration: 3 turns
Text: Heal one mechanical unit 50hp each turn for 3 turns.
Name: Elite Mercenary Fighter (and every other unit)
Duration: 5 turns
Text: Place a Mercenary Fighter in your starting area with less HP than a regular fighter. It has +50% movement, +1 vision, and +1 range.
Duration: 4 turns
Text: Transport one unit adjacent to a friendly unit. It now counts as a hero and can be buffed but not debuffed. The unit is destroyed in 4 turns.
Name: Mass Kevlar
Text: Give 4 infantry units +40% armor.
Name: Dispense Adrenaline
Text: Permanently increase 2 infantry unit's movement by +1.
Name: Ballistics Tech
Text: Increase one ground vehicles weapon range by 2 and it is immobilized.
Duration: 3 turns
Text: Give one Infantry unit +40% armor, +2 movement, camouflage, and heals 10 hp each round. Unit cannot fire while camouflaged.
Text: Target Infantry unit's movement is reduced by 50%. Heroes are immune.
Name: Abandon Trooper
Text: Replace a friendly ground vehicle with an Infantry unit that has +1 hex speed, +40% armor, +100% firepower, +1 vision, and +1 range. It can see hidden units.
Name: Guerilla Ambush
Duration: 1 round
Text: Place 3 infantry units next to a friendly unit that have camouflage, +100% firepower, +1 vision, +1 range, and can shoot while camouflaged. These infantry are immobilized.
(These units are placed like smoke where they just to be adjacent to each other, not all adjacent to the original unit)