Comforce HQ 2, Anti Terrorism HQ

LL
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Comforce HQ 2, Anti Terrorism HQ

Postby LL » Wed Apr 30, 2003 12:51 pm

Comforce HQ 2
HP: 28
1/1/1 28 turns

Comforce HQ 2 loses 1 HP a turn. Special: Spend 1 of each resouce to give all friendly FUS assets in the world a damage bonus of +1. You may use this special as many times as you want, but at the end of the turn, Your HQ takes damage equal to damage bonus given to all friendly FUS Assets. Every time you use this special, Comforce HQ 2 losing 1 HP a turn equal to how many times you have used this special.

Basically, you wanna win fast, or you lose :)


Anti Terrorism HQ.
HP: 25
1/1/1 30 turns

When this base is deployed, all Anti Terrorism assets in your hand are deployed.

Special (Defense): Tap to give target asset Anti Terrorism. This effect goes away at the end of your opponents turn.
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Postby GSX » Mon May 05, 2003 10:18 am

Antiterrorism HQ=Either Way too powerful or way underpowered. If u've got a deck with a lot of AT assets then it's over, because u can get all out for no cost. However, in general it will be underpowered because not everything has AT, and the odds of drawing it early are fairly slim.

Comforce HQ2: Bad idea. That HQ would be another Covert HQ, and would probably get less play time.
U need an added benefit other than the damage things like for example more resources, say 2 of each for 9 turns. Even then u'll still be at a serious drawback because something like Golani HQ, Bion HQ, or heck even some PeaceKeeping force will stop u cold. If u were to remove the 1 hp a turn loss, then it might be workable, but that would then be overpowered.
Overall it's a decent concept but it's just not practical.
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CrashWire
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Postby CrashWire » Mon May 05, 2003 2:59 pm

How do you "draw" a HQ?
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LL
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Postby LL » Mon May 05, 2003 7:31 pm

At the start of the game, a base is technically "deployed".
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