- player_data needs ability to store list of weapons - will probably need to
  add weapon_head to player_data and create a new weapon_node struct

- Convert to C++?

- struct special_info with additional information on each possible special for
  a weapon - strength adjustment, speed adjustment, incompatibilities (i.e.,
  can't have both Duck and Leap on same defense)

- Make special_info from above into a linked list node and add function
  pointer for what to do if special is generated/played  (In this case, we
  actually get two special_info structs - one with all the stuff listed above
  which is part of the weapon_info and one with just the name and a couple
  pointers which is attached to any cards that use that special.)

- Attack special: Knockdown - forces target to use random defenses if hit
  until an impulse with enagagement level 0, at which point he can get up but
  not attack (How many ticks should it take to rise?)

- Skill: Prone Fighting - allows limited attack/defense capabilities when down

- Skill:  Frenzy - chance for additional random attack

- Attack special:  Thrust - attacks against half defense, but only does half
  damage

- Attack special:  Feint - preliminary 0-strength attack to throw off target's
  defenses.  Make this simultaneous on same card as real attack or make it a
  separate 0-strength card?  (Probably the former.)

- Defense special:  Withdraw - Provides complete protection from attacks
  without Reach special and reduces strength of attacks with Reach by 25%.  Can
  also be used to disengage.

- Attack special:  Reach - Allows you to still hit opponent if he uses a
  Withdraw defense.

- Defense special:  Distract - Provides complete protection from all attacks
  and also functions as a Counter, allowing you to attack immediately after it
  expires

- Defense special:  Extended - Defense does not expire until you choose to drop
  it (but the weapon/ability used by the defense cannot draw or play any other
  cards while the Extended defense remains in effect)

- Defense special:  Duck - Shifts attack's target zones up

- Defense special:  Leap - Shifts attack's target zones down

- Attack and defense specials:  Dual - Can be used in same impulse as another
  card (of the same type, but from a different weapon/ability)

- Attack and defense specials:  Tiring - improves the card's strength(s)/
  speed/etc. at the cost of possibly losing a damage step to fatigue

- Defense special:  Full coverage - all locations are considered adjacent to
  the defense's focus
