1. Armor factory (Heard about it from Matt)
Cost: $60
Produces an armor every 3 rounds.
2. Grenader Infantry (Morter Infantry)
Cost: $14
Can strike an adjacent hex destroy all inf (nute strike).
3. Sniper Infantry I
Cost: $10
Can strike to destroy one inf with a range of 3.
4, Sniper Infantry II
Cost: $20
Can strike to destroy one inf/trans/nuke/nute/patriot with a range of 3.
5. Heavy Weapons Infantry (Machine Gun Infantry)
Cost: $5
When in inf vs inf combat, it counts as 10 inf. (Seems overpowered, but its price makes it a target for armor/nute/nuke/grenader/sniper/bomber. Plus it can only occupy one hex, wheras if you bought 5 inf you could spread them out)
All special infantry will act as regualar infantry in all other aspects. They can move with other inf (possible other inf can :%.%.gs.%.%.%:quot;carry:%.%.gs.%.%.%:quot; them) and engage in combat like other inf. However, special inf die last in inf vs inf combat (higher price ones dieing last).
I will probably be editing this to add more ideas.
Last edited by IronFire, 3/5/06 3:37 PM |