# Cybertank

Talk0*1,926*pages on

this wiki

## Introducing the CybertankEdit

The NorAm have built two prototype cybertanks, called Mk 1s. These are already powerful units and the implication is that they will build more and larger ones, totally dominating the area.

The MidEast factions and the Russia have decided, seperately, that fast attacks will destroy the ability of NorAm to produce the new weapons. This action quickly dissolves into general war.

Unit Stats

- Infantry
- Attack 1, Defense 2, move 2, Cost 3, can blitz, 2 transport points
- Light Tank
- Attack 2, Defense 1, move 3, Cost 4, can blitz, 3 transport points
- Hover Tank
- Attack 1, Defense 2, move 6, Cost 4, can carry 1 INF, can blitz
- Heavy Tank
- Attack 3, Defense 3, move 3, Cost 6, can blitz, 4 transport points
- Missile Tank
- Attack 4, Defense 1, move 2, Cost 6, 4 transport points
- Cybertank Mk 1
- Attack 4, Defense 4, move 3, Cost 16, 2-hit, can blitz, 10 transport points
- Destroyer
- Attack 2, Defense 2, move 4, Cost 8, can attack subs
- Cruiser
- Attack 3, Defense 3, move 4, Cost 12, can attack subs, can transport 1 INF, can bombard
- Submarine
- Attack 3, Defense 2, move 2, Cost 8, is sub
- Transport
- Attack 0, Defense 1, move 2, Cost 8, can transport 6 points (3 INF, 2 LTs, 1 HT+1INF, 1MSL+1INF)
- Heavy Transport
- Attack 0, Defense 1, move 2, Cost 16, can transport 20 points (6 INF, 2 Mk 1 Cybertanks, etc)

There are no allies, there are no rules other than normal Triple A rules. Win.

Victory Conditions: Every nation starts with 7 VCs, to win get 15.