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- 1 Cost orders
- 1. MineSweep
- Pick an area and reveal any mines in a 5x5 radius of the selected Area
- 2. Hang in there!
- Heal up to 3 Infantry units to heal 25% of their HP back
- 3.Keep your head down!
- Select a unit that unit will gain 9 EVA for 1 turn
- 4. Put this on
- Select a unit that unit will gain 6 DEF for 1 turn
- 5. Decoy Grenade
- Select a friendly unit and up to a range of 3 you can throw a decoy grenade any enemies within a 5x5 radius of the decoy grenades moves 3 squares closer to the decoy grenade
- 6. Quick Sprint
- Target unit can move an additional two spaces on one activation
- 7. Neutralize and Surround
- Target an enemy Capture Point and it cannot be used to spawn units for 1 turn
- 8. Scope Enhancement
- Select a unit and increase Acc by 7 for 1 turn.
- 9. Unbreakable Defense
- Select a unit when that unit goes into interception mode it cannot be cancel'd with an attack and the unit will not lose accuracy while in interception mode for 3 turns
- 10. Convoy Truck
- Withdraw up to 2 units of your choice cannot be a tank, regardless if their within spawn range of a capture point
- 2 Cost orders
- 11. Anti-Tank Enhancement
- Double damage against tanks
- 12. Area Defense
- Raise the defense of all friendly units by 5 in a 6x6 radius for 2 turns.
- 13. Offensive Stance
- Raise the accuracy of all units within a 6x6 radius by 5 for 2 turns
- 14. Armor penetrating rounds
- Select a unit that units attack's for 1 turn will ignore armor
- 15. Last stand
- Select a unit who's incapacitated that unit will stand back up with 1 HP.
- 3 Cost orders
- 16. First Aid Kit
- Fully heal a unit of your choice [Cannot be a tank]
- 17. Motar support
- In a 5x5 radius all friendly and hostile units takes 15 Damage requires 15 evade to avoid
- 18. Poison gas
- Select a friendly unit that unit can lunge a Gas grenade in a range of three which will cover a 4x4 area with gas any units that passes moves through this gas takes 2 damage per move, gas lasts 3 turns.
- 19. Everyone move forward
- All friendly units gain 5 damage and 5 Acc for 1 turn but -10eva
- 20. In my sight
- Increase the range of a friendly unit by 3 for 1 turn,
- 4 Cost Orders
- 21. Driver Neutralize
- A top of the line sniper in the distance will wound the driver of an enemy tank that tank cannot move for 1 turn
- 22. Artillery Strike
- Within a 4x4 radius all friendly and hostile units take 25 damage, need 15 or higher eva to avoid
- 23. Squad Enhance
- Keep this card and permnantly increase your max unit size from 20 to 25 and draw 5 character cards.
- 24. Medical Force
- Remove the timer of all units in your wound section and place them in reinforcement
- 25. Inspiration
- All friendly units gain 15 accuracy
- 5 Cost orders
- 26.Learning yourself
- Draw 10 potential cards and swap them with any potential already on characters and replace the old ones
- 27.Immediate help
- Any units spawn can spawn in on this turn instead of the next turn
- 28. Critical shot
- Choose a target that unit takes 80% of their HP as damage[Cannot target leader]
- 8 Cost Orders
- 29. Full force arrived
- Draw 20 character cards increase whatever your max squad is by 20 Keep all 20 character cards
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