Expanded range of infantry:
Trooper (standard) (no heavy gear, +1 move, and extra terrain bonus)
MG (heavy machine gunner, +firepower, anti-infantry/anti-light-vehicle specialist, less effective on attack)
Rocket Trooper (bazooka/RPG, +firepower, anti-vehicle specialist)
Flame Thrower (+firepower, -toughness, ignore enemy dug-in bonus)
Medic (slowly auto heal nearby infantry, morale booster)
Mechanic (slowly auto heal nearby vehicles, more chance to recover and capture defeated enemy vehicles)
The above trooper types can auto-promote if they gain enough combat experience (or just randomly):
Trooper promotes to Sniper: (+1 range, +1 move, extra terrain bonus, anti-infantry specialist, stealthy, morale+organization penalty to enemy)
MG, Flame Thrower and Rocket Trooper promote to: Storm Trooper (+toughness, +firepower, ignore enemy dug-in bonus)
Medic and Mechanic promote to: Commando (+1 move, +toughness, no penalty for amphibious and airborne attacks, morale booster, slowly auto heal nearby infantry and vehicles, more chance to recover and capture defeated enemy vehicles)
'CARD' SYSTEM:
You get one RANDOM card per turn. You don't have to use it straight away, but you can only hold up to three cards. If you have three cards you wont get any more. Cards can be traded between players but only for other cards!
You can use multiple cards in a single turn. Identical cards can be doubled or tripled up for cumulative effects.
You must own a HQ to use cards!
Unless specified otherwise, all played cards last for one turn only.
Cards are:
HEAVY INDUSTRY: choose between a $4 one-off bonus, or permanently add +$1/turn income to your HQ.
MASS PRODUCTION: choose between receiving random free units, OR clone a selected unit that you control and is already in play (though experience points aren't cloned). Any created units appear at your HQ. You can't play this card if enemy units are next to your HQ.
REINFORCEMENTS: choose between receiving random free units, OR free random (at least 50%) repairs for all existing units. Any created units appear at your HQ. You can't play this card if enemy units are next to your HQ.
SABOTAGE: Do slight random damage to enemy vehicles and installations, as well as disrupting an enemy's income AND lessening the effects of any cards the enemy is playing that turn. Must be applied to a specific enemy faction. Effects last for one turn.
INFILTRATION: spies infiltrate the selected enemy faction, giving you general combat bonuses against all their units. Stealthy enemy units will also be revealed. AND there is also a random chance to steal any research the enemy has. Must be applied to a specific enemy faction.
FORCED MARCH: Instead of moving normally, all units can double move for free, counting as a single action, and still attack in the same turn. Although, units still cannot triple move! Also, units have more chance of moving past enemy squares without being engaged in unwanted battles.
DEFENSIVE: Units will take less damage when defending a square, and will be less likely to auto-retreat or surrender, even if they still take heavy casualties. Can be focused on one enemy faction, or even one square on the map, or applied equally to all battles.
OFFENSIVE: Units will do more damage when attacking enemy squares, and will have more chance of pushing the enemy back even if they take heavy casualties themselves. Can be focused on one enemy faction, or even one square on the map, or applied equally to all battles.
INTENSIFY FIREPOWER: all artillery attacks will do roughly twice as much damage. If you don't have any artillery units, one will appear at your HQ. Effects last for two turns.
AIR COMMAND: all units gain bonus in air-to-air or surface-to-air combat. Your air units have more chance to intercept enemy aircraft if they choose to. Your own aircraft have less chance of being intercepted by the enemy.
SPECIAL OPS: a random number of standard troopers (at least one) are promoted to Commandos in the field. If you don’t have any troopers, you will receive at least one Commando at your HQ. All Commandos gain general combat bonuses. All infantry units have less penalty for amphibious or airborne attacks.
PSYCHOLOGICAL WARFARE: make it more likely for enemy units to run away, surrender, or even change sides, while making such things less likely to happen to your own units. Can be focused on one enemy faction, or even one square on the map, or applied equally to all enemies.
RESEARCH BREAKTHROUGH: progress in a field of your choice (pick from infantry, vehicles, aircraft, ships, artillery). Will result in a one-off upgrade of some kind to be attached to a unit of your choice, OR a one-off special unit, OR even a whole new type of unique unit that you can build from that point on. You can specify which option you want, or leave it to chance.