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, 10:37 AM |