Unit Types
Naval: No Battleships, subs and AC have conventional and nuclear-powered versions, for simplicity all surface warfare ships are classified as destroyers.
Aircraft Carrier
Attack: 0
Defense: 3
Move: 2, Nuclear-Powered:3
Cost: 16, Nuclear-Powered:20
Special: 2 hits, can carry 2 fighters or drones
Subs
Attack: 3
Defense: 1
Move: 2, Nuclear-Powered:3
Cost: 8, Nuclear-Powered:10
Special: Stealth, first strike, can carry and launch one cruise missile.
Destroyer
Attack: 2
Defense: 2
Cost: 8
Special: Anti-sub, AAA
Transport
Attack: 0
Defense: 0
Move: 2
Cost: 8
Special: Transport
Air: I’m unsure which air units to represent since they’re are so many types.
Long-Range Bomber
Attack:4
Defense:1
Move: 10
Cost: 15
Special: SBR
Fighter
Attack: 3
Defense: 3
Move: 4
Cost: 10
Drones
Attack: 2
Defense: 1
Move: 6
Cost: 6
Air Transport
Attack:0
Defense: 0
Move: 5
Cost: 9
Special:Transport, may land in territory just captured, cannot attack into territory if it is transporting a tank.
Attack Helicopter
Attack: 3
Defense: 2
Move: 3
Cost: 8
Special: can land in territory just captured
Intercontinental and Intermediate range missiles
Attack: 4
Defense: 0
Move: 1
Cost: 20 and 10.
Special: Range 8 and 4, SBR, one time use, cannot be intercepted, can choose target.
Land: I kept land units simple because I feel modern warfare would be too fast paced for land unit to make a difference and since they are pretty much the same from WWII.
Infantry
Attack: 1
Defense: 2
Move: 1
Cost: 3
Tanks
Attack: 3
Defense: 3
Move: 2
Cost: 6
SAM sites
Attack:0
Defense:2
Move: 1
Cost: 10
Special: AAA
Hackers
Attack: 0
Defense: 0
Move: 2
Cost 10
Special: ?can SBR anything from anywhere?,lol idk?
Hack Communications: Choose one enemy unit within three spaces, on a roll of one you can move it in your combat phase and it may participate in any resulting combat against its own side.(edit)
WMD
Bio Weapon
Cost: 20, only one can be built per game.
Special: only one bio weapon can be built per game. In the place production phase if any player has built a bio weapon they can place it anywhere on the map. They then choose between three options, add three bio counters to the territory the bio weapon is currently in, add 2 bio counters to any adjacent territories, or add one bio counter to any territory four spaces away. Where ever the last bio counter was placed is where the bio weapon is moved. The turn after the bio weapon has been placed the opposing side gets to choose how the bio counters are spread and this alternates until all land territories are filled with bio counters. A territory is filled with bio counters when the number of bio counters equals the IPC value of that territory. Each bio counter reduces the IPC value of that territory by one.
What do people think? feel free to criticize.