GLA
Toxin general Hero unitAttack classToxic prescence: In a radius (to be decided) around the unit any enemy infantry vunerable to toxins will die. This works while moving and has such the unit has no ability to target infantry, has it has no need. Standard resistance rules apply, so insure that your units are resistant to toxins if they are going to be close to this unit!
Has this is some kind of nerve gas, no visible weapon or toxic cloud/puddle or spray effect is seen. The enemy just dies and that is it. This attack has no effect on vehicles or aircraft. Maybe a circle around this unit will indiacte the radius of effect to assist player.
Deployed toxic prescence: Sacrifice your mobility and deploy your unit so you have a much larger radius of effect.
While deploying, your unit needs to set equipment up and has such is visible while doing such, but after set up is complete than unit is stealthed. Set up time to be decided. Your unit will also be visible while undeploying.
Death storm beacon: Must be researched before use. A throwable beacon that calls a super weapon class storm (range of beacon to be decided) Storm clouds appear above target and acid rain begins to pour down. The rain damages buildings and vehicles, the clouds themselves are toxic, so infantry die and no plane can pass through the cloud undamaged. Lighting optional (maybe a further upgrade). Wether the cloud moves around or not is to be decided. Has the effect is super weapon class, so is the charge time.
Too high tech? Just view it has the toxin generals bio warfare scientists coming up with a way to pump pollutents into storm clouds, that allow for an exaggerated acid rain and toxic effect. No weather control device needed.
Support classDust cloud generator: Build a device that generates a dust cloud, making enemies think twice before attacking with aircraft. Effect is mantained for has long has device exists, in other words, it must be destroyed to stop the effect. Possible build limit to force tactical deployment. Possibly stealthed or can be upgraded to be stealthed (would that make it too strong?)
Acid vehicle trap: Lay a single stealthed mine that upon detonation, disables a vehicle and a small explosions sprays acid at the vehicle/s which then settles on the ground. The vehicles are disabled (an effect similar to emp) long enough, so that the acid effect can reach the flammable acid effect (if upgrade has been purchased). Good for small groups of tanks. Small build time required.
Toxic bunker: This unit can build the toxic bunker when in support class mode, it has the advantage of building the bunker while remaiming invisible.
Silent death beacon: Poison food, air and water supply of enemy. Must be placed on an enemy structure. Kills all infantry in a wide radius instantly. Super weapon class ability, must be purchased before use.
Super weapon length recharge time. Effects are very brief, it does not linger for ages like other toxin attacks
No visible effect other than infantry dying.
Unit is always stealthed unless otherwise stated.