Mercs:
Troll Band:2 level 3 trolls attack a base.
Turrets:
Boomer:Fires a weak Sonic Burst(2d4 sonic)ahead. Goblins are thrown into fear immediately.
Mechanical Upgrade:Goblins only. When built,all towers gain +50% immunity to physical,overriding their penalty. This tower only has 50 HP however.
Ultra Gatling:Goblins only. Lore Check DC 26. 30 shots for 1d6 per bolt. Go to town on them.
Dragonslayer:Fires a 1d6 bullet. Dragons take 2d6 more damage.
Goblin/Tiefling/Shadow/Whateverslayer:See above and apply where needed.
Blitzer:Fires 4 magic missiles at nearby enemies.
Double Edgeoes a whopping 4d10 damage,but injures and will destroy itself with each shot.
Nuclear Silo:Gotta have one of these for the next one...
Ghost:Fires a bullet for 1d10 damage. If a nuclear silo is present,every 15 turns it can fire a nuke at a base for 50 damage to everything in the base,players not excluded.
Events:
AND ALL HELL BREAKS LOOSE!:Rain,Snow,Sleet,Hail,and Heat Mirnimane spawn and cause...well,hell. Only occurs near the end of the round,and it's about a 10% chance.
Hurricane Wilma hit. And I'm not happy about going without computer for 15 hours. Sigh. The ups and downs of living in Miami.