Official Rules List (Old) - ctomni231/cwtactics GitHub Wiki
Rules
Global Map Rules
- Movement -> Mirror AWDoR-DS (Move) / AW2-AW1 (Move Cancelling)
- Damage Formula -> AWDoR (Complete) / CWT Hybrid (AW2 - AWDoR)
Default Boosts
- D2D: +10% offensive luck (all units)
- COZ: Default Range [0~2]
- COP: Default Boost (+10/+10) [+1 CO Zone when reached (CO Unit only)]
- SCOP: Default Boost (+10/+10) [+2 CO Zone when reached (CO Unit only)]
- Veteran Rank Abilities: Only active when your active Commander is Veteran Rank (or higher for boss COs)
Power Bar Charge Rate
- Same price rate like AW2
- Will get more expensive for 10 powers, than be a standard price
Power charging
- In COZ -> Follows AWDS
- Outside COZ -> Follows AW2
Commander Unit Ranking
- Commander units start at No Rank (instead of Veteran)
- Commander units gain +1 Rank every time they kill a unit
Regular Unit Ranking
- Regular units can only rank up in an owned CO Zone
- Regular units can't rank up past the active Commander Unit
Terrain Stars (AWDS Style)
- AWDoR Special terrain and buildings keep their stars
Weather
Snow (Hybrid Style)
- +1 terrain movement (Air, Infantry, Sea, Transport Move Types)
- Fuel Consumption Doubles {all units}
- -1 vision range {all units}
Rain (Hybrid Style)
- FoW (Immunity grants MoW)
- All Units Vision is 1
- +1 terrain movement (Tires, Treads)
Sandstorm (Hybrid Style)
- Causes MoW
- (-10/+0) {all units}
- -1 Range {all units}
- -1 Movement {all units}
Heatwave
- (+0/-10) (all units)
- 2x Ammo Cost (all non-soldier units)
- 4x Fuel cost (all soldier units)
- No property resupply
New Abilities (and changes to old stuff)
Commander Unit
- Losing the commander unit drops morale bar to 0
- There is no way to unload commander units
- During Dual COs -> Two Commanders can be out at the same time
- During Dual COs -> Two commanders can't occupy the same unit
Ranks
- Guard (I): (+5/+5)
- Elite (II): (+10/+10)
- Veteran (V): (+20/+20)
- Ace (A): (+30/+30) Pocket CO Zone {Campaign Boss Commanders Only}
Mid-Air
- An air-space for Dusters, Strikers (Seaplanes), and some Leader Units
- Can't be shot by Infantry Units (like High- Air)
- Mid-Air units can't fire upon High Air Units
Building temporary structures (APC/Rig, Blackboat)
- Uses HP instead of using Materials
- Unit must be max HP (10.0 HP) to start structure
- After temp structure is built, unit takes at least 5 HP non-lethal damage
- Buildings have 20 Capture Points (CP)
- Units build at a ratio equal to their HP (1HP/1CP), so (10HP/10CP)
- Build rate is affected by capture rate for that unit type
- If building unit attacked, build rate is weakened by the following ratio (1HP/1CP)
- If building unit is destroyed, the temporary building isn't built
Assist
- Owned Direct Units can call owned indirect units to fire with the following conditions:
- Enemy unit has to be next to owned direct unit
- Enemy unit has to be in firing range of friendly indirect unit
- Owned unit is not able to attack enemy unit
- Indirect unit has to be able to fire on enemy unit
- Assist uses the firepower of the indirect unit for calculating damage
- Assist depletes 1 indirect ammo
Sea Dominance
- (+1/+0) per each owned sea unit on the map (owned units)
Dual Commanders
- Charging only applies for inactive CO in their CO Zone
- Swap works the same like AWDS
- Active COs share all their abilities with an inactive CO Unit
- Inactive COs only retain access to their CO Zone Abilities in their CO Zone
Synergy
- Only affects the Commander Zone
- The Stars boost luck (+10 positive luck per star)
- Passive: Both Commanders have to be on the battlefield to activate
Tag Powers
- Both Commanders have to be on the battlefield to use as CO Units
- Both Commanders have to have their SCOP fully charged to use
Does the following conditions:
- The Active Commander takes a Super powered turn as normal
- Upon pressing Swap, all units are reanimated and the inactive CO becomes the active CO
- The Next Active Commander takes a Super powered turn
Leader Units (New)
- Each Leader Unit is required to have a unit it upgrades from
- Does not have a damage chart, instead uses other units attack, defense, ammo counts, movement to decide power level
- They cost 1.5 the cost of the unit they upgrade from
- They are deployed from the property that matches their unit type (Airport for Air, Ports for Naval, Bases for Ground/Hover)
- They come with a Pocket CO Zone
- Can be upgraded in active Commander Zone for 50% cost, but causes Commander Unit to wait
Dual Commanders and Upgrades
- If both CO Units are on the battlefield, both Commanders can use either upgrade choice
- The Commander Unit that initiated the upgrade is still forced to wait
Pocket CO Zone (New)
- Creates a 0 range patch of CO Zone that sits under the unit
- Pocket CO Zones gain all CO Zone abilities of owned Commanders on the battlefield
- Pocket Zones are deactivated if no owned Commanders are on the battlefield βββββββββββββββββ
Explaining CWT Hybrid Damage Formula System
- Defense Stars -> AWDoR Defense
- Communication Towers -> AWDoR Defense
Commander Abilities -> AW2 Defense (up to {50-90} [needs testing])
- The rest goes into AWDoR Defense
CWT Ideas (Things that thought up that may not make it into the game)
Commander Assist - by Lord Spyro (there's a Chance)
- An ability that allows Commander Units to be able to launch the assist command even if they can fire on the enemy unit
Building Sharing - by Blackcat (undecided, but unlikely)
- An ability on properties that allow you to share them with other allies on your team
- It is cute, but can be busted if people use this to make sure one person is buff before they forfeit the game
Funds Sharing - by Blackcat (undecided, but unlikely)
- An ability on the HQ that allows you to share funds with other allies on your team
- It is cute, but can be busted if people use this to make sure one person is money stacked before they forfeit the game
Merge Powers - by JSRulz (undecided, but unlikely)
- Both Commanders have to be on the battlefield to use as CO Units
- Both Commanders need their COP fully charged to activate
An ability for Dual Commanders that allows one super charged turn with the following attributes
- Daily Abilities for both the active Commander and the inactive Commander are merged together
- COP Abilities for both the active Commander and the inactive Commander are merged together
- By pressing End Turn, the Commanders are forced to Swap
HQ Flash Power - by JSRulz (undecided, but unlikely)
- Commander Unit can activate Flash by sitting on any HQ and performing the Flash command
Conditions
- Commander Units Rank is set to No Rank
- Commander Unit is set to Wait
- HQ gains rank equals the amount the Commander Lost
Effects
-
CO Zone is spread all over the map
-
Gains all CO Zone abilities of owned Commanders on the battlefield
-
Deactivated if no owned Commanders are on the battlefield
-
HQ triggers abilities of CO Zone when the CO Unit activates Flash
-
HQ loses one rank each day until it runs out in this order (A, V, II, I, No Rank)
-
HQ triggers abilities of CO Zone and keeps it active over the map if it still has Rank after it depletes
Mercenary - by JSRulz (Unlikely)
- An ailment that prevented spawned units from waiting or joining, but ailment is removed if they perform any other action
- If an active unit still had this ailment at the end of the turn, they are removed from the battlefield
- Originally created to stop Commanders like Hachi and Sensei from getting crazy, but Veteran Abilities covered that pretty well
Entrench - by Lord Spyro and JSRulz (Unlikely)
- An Ability that triggers if a unit sits in the same spot for more than two turns
- It adds a pretty hefty +2 Terrain Stars
Assist Alternate - by JSRulz (unlikely)
- Uses the direct's firepower ratio to decide the damage instead of the indirects
CWT Commanders
CWT Ruleset
-
D2D: +10% offensive luck (all units)
-
COZ: Default Range [0~2]
-
COP: Default Boost (+10/+10) [+1 CO Zone when reached]
-
SCOP: Default Boost (+10/+10) [+2 CO Zone when reached]
-
Synergy: Only active if both Commanders are loaded into Units. Allows activation of Tag (and Merge) Powers.
-
Synergy CO Zone: If COs are both on the field at once, each +/- 5% gives +/- 2 to all siege abilities
-
CO Swap: Switches the active CO with the secondary CO.
-
Merge Power: Activates both normal CO Powers at the same time. When turn ends, performs a CO Swap
-
Tag Power: Activates active super CO power first, then swaps COs and activates secondary COs super power
-
Leader Unit: Cost 1.5x base unit; Pocket CO Zone under unit; Can be upgraded or built only when CO Unit is on battlefield
-
CO Unit: Cost 0.5x unit cost to load CO Unit, must load on allied property. If CO Unit is killed, morale bar is set to 0.
-
Rank Up: Owned units rank up +1 by destroying enemy unit. Units can't rank up past owned CO Unit Rank.
-
Pocket Zone: Has abilities of all allied CO Units on the battlefield. If no CO Units are out, this zone does nothing.
-
Flash Token: When CO Unit kills enemy at maximum rank, it creates a Flash Token. Flash Token is destroyed if CO Unit isn't on battlefield
-
Flash Power: At start of turn consumes 1 Flash Token to spread CO Zone over whole map for 1 day unless CO Unit isn't on battlefield
-
Siege Flash Power: If more than 1 Flash Token activates in one day, it gives +1 to all Siege Abilities per extra token on all owned units for one day unless CO Unit isn't on battlefield
-
Uneven Battle: If a single CO faces Dual COs, the single CO activates a Flash token every power activation
-
Defensive Siege: +1 defense per unit with Base 5 vision {owned units}
-
Luck Siege: +1 luck per unit with 5+ vision {owned units}
-
Offensive Siege: +1 attack per naval unit {owned units}
-
Seaplane Materials: A player can build 4 Strikers per allied Aircraft Carrier on the battlefield
-
Temporary Building Materials: A player can build one temp building per the combined total of allied APC and Gunboat units on the battlefield
-
Leader Unit Materials: A player can upgrade or build one leader unit per the combined total of CO Unit Ranks and Labs on the battlefield
-
Sphere of Influence: Owning a Temporary Building causes all allied buildings to emit a Pocket CO Zone of 0 range
-
Sphere of Influence Improvement: Each extra Temporary building owned adds +1 Pocket CO Zone to all allied buildings
-
CO Leader Unit Bonus: Putting a CO in a Leader Unit gives +2 to all Siege Abilities (+2 attack, +2 defense, and +2 luck) and makes HQ count as a temporary building
-
CO Leader Unit Rank Bonus: +1 all Siege Abilities for each CO Leader Unit Rank (+1 attack, +1 defense, and +1 luck)
-
Communication Towers: Gives +2 to all Siege Abilities (+2 attack, +2 defense, and +2 luck), counts as temporary building
-
Radars: Base 5 vision, gives +1 vision to all owned units and all owned properties on battlefield, counts as temporary building
-
Labs: +1 CO Leader Unit build slot, counts as temporary building
-
Empty Silos: Can be upgraded to Labs from APC
Keywords
- Direct: (1~1 range) Can move and fire in same turn
- Indirect: (1~1+ range) Can only move or fire in a turn, not both
- Ballistic: (1~1+ range) Can move and fire in same turn
- Hidden: Enemy must be adjacent to see or attack this unit
- Immunity: Causes that weather type to have +7% more chance to happen in random weather
- Penalty: Stacks these weather effects onto the D2D
Ranking (Normal)
- Guard (I): (+5/+0)
- Elite (II): (+10/+0)
- Veteran (V): (+20/+20)
- Ace (A): (+40/+40) Pocket CO Zone {Boss Commanders Only}
Orange Star
Nell
Statistics
- [Hit] Willful Students
- [Miss] Downtime
- [Specialty] High Luck
Daily Abilities (D2D)
- [Veteran Rank] Enemy CO Zones also act as your Pocket Zone
- +15% positive luck {owned units}
Commander Zone (COZ) [0~2 Range]
- [Cheat Death] Units greater than .1HP has 25% chance of remaining at .1HP, ignoring destruction
Lucky Star (COP) [3*]
- +35% positive luck {owned units}
Lady Luck (SCOP) [6*]
- +75% positive luck {owned units}
Leader Unit - Jinx Tank (from Tank)
- [Jinx] Adds negative luck to enemy equal to this units positive luck when in combat
Synergy
- [Rachel] Windfall [3*]
Andy
Statistics
- [Hit] Mechanics
- [Miss] Waking up Early
- [Specialty] Fixing
Daily Abilities (D2D)
- [Veteran Rank] Repairs give additional +1 Heal {owned units}
- Free HP Repairs {owned units}
- Can repair on any property {owned units}
Commander Zone (COZ) [0~2 Range]
- +1 HP Heal {owned units}
Hyper Repair (COP) [2*]
- +2 HP Heal {owned units}
- Resupplies {owned units}
Hyper Upgrade (SCOP) [6*]
- +5 HP Heal {owned units}
- (+20/+0) {owned units}
- +1 move {owned units}
Leader Unit - Repair Tank (from APC/Rig)
- +1 HP Repair Heal {owned units adjacent to this unit}
Synergy
- [Max] Power Wrench [1*]
- [Eagle] Air Lift [2*]
- [Hawke] Shaky Alliance [1*]
Sami
Statistics
- [Hit] Chocolate
- [Miss] Cowards
- [Specialty] Soldiers
Daily Abilities (D2D)
- [Veteran Rank] Owned soldier loaded transport units can capture
- +50% capture rate {owned soldier units}
- (+20/+10) {soldier units}
- (-10/-0) {non-soldier direct units}
- +1 move {transport units}
Commander Zone (COZ) [0~1 Range]
- HP Hidden {soldier units}
- Capture Points Hidden {owned units}
- Capture Points don't reset {non-allied buildings}
Double Time (COP) [3*]
- (+20/+0) {soldier units}
- +1 move {owned foot-soldier units}
- Perfect Movement {soldier units}
Victory March (SCOP) [7*]
- (+50/+0) {soldier units}
- +2 move {owned foot-soldier units}
- Perfect Movement {soldier units}
- +150% Capture Rate {soldier units}
Leader Unit - Commando (from Mech)
- 4 move
- (+20/+20) vs. Land Vehicles
- Hidden on [MNTN]
- [RECN] Machine Gun
Synergy
- [Sonja] Girl Power [1*]
- [Eagle] Earth and Sky [3*]
Max
Statistics
- [Hit] Weight Training
- [Miss] Studying
- [Specialty] Non-infantry Direct Units
Daily Abilities (D2D)
- [Veteran Rank] (+30/+0) {owned non-soldier direct units}
- [Veteran Rank] (-0/-20) vs. enemy indirect units {owned units}
- (+20/+0) {owned non-soldier direct}
- -1 range {owned indirect units}
- (-10/-0) {owned indirect units}
Commander Zone (COZ) [0~1 Range]
- (+30/+0) {owned non-soldier direct}
Max Force (COP) [3*]
- (+30/+0) {owned non-soldier direct}
- +1 move {owned non-soldier direct}
Max Blast (SCOP) [6*]
- (+60/+0) {owned non-soldier direct}
- +2 move {owned non-soldier direct}
Leader Unit - Heavy Recon (from Recon)
- (Bike Mud Tire - Tire B) movement
- 1 [MECH] Primary ammo
Synergy
- [Andy] Power Wrench [1*]
- [Grit] Big Country [2*]
Hachi
Statistics
- [Hit] Tea
- [Miss] Medicine
- [Specialty] Price Reduction
Daily Abilities (D2D)
- [Veteran Rank] -20% deployment costs during powers {owned units}
- [Veteran Rank] Ground unit city deployment during powers {owned units}
- -10% deployment costs {owned units}
Commander Zone (COZ) [0~2 Range]
- Can resupply and repair from any property
Barter (COP) [3*]
- -20% deployment costs {owned units}
Merchant Union (SCOP) [5*]
- -20% deployment costs {owned units}
- Reanimate {owned non-soldier units on properties} * Enemy properties disabled
Leader Unit - Smuggler (from Recon)
- APC Resupply
- Resupply disabled (enemy units adjacent to this unit)
Synergy
- [Sensei] Grizzled Vets [2*]
Rachel
Statistics
- Fires Missiles from HQ or Lab
- [Hit] Hard Work
- [Miss] Excuses
- [Specialty] Base Repair and Luck
Daily Abilities (D2D)
- [Veteran Rank] Targeted Non-Lethal Projectile Range +1
[Ex: 0~2 -> 0~3]
- [Veteran Rank] Free Repairs {owned units}
- +1 repair rate {owned units}
- [+5/+0] luck per terrain star {owned units}
- Temporary Buildings 2000% build rate {owned units}
Commander Zone (COZ) [0~3 Range]
- Enemy Targeted Non-Lethal Projectiles can't strike inside her zone
- Takes no luck damage from enemy units {owned units}
- +1 repair rate {owned units}
Lucky Strike (COP) [4*]
- [+30/+0] luck {owned units}
- 1 [0~2] range 3 HP damage missile (highest combined HP, highest unit value, or highest capturing soldier & soldier concentration)
Covering Fire (SCOP) [8*]
- [+60/+0] luck {owned units}
- 1 [0~2] range 3 HP damage missile (highest combined HP)
- 1 [0~2] range 3 HP damage missile (highest unit value)
- 1 [0~2] range 3 HP damage missile (highest capturing soldier & soldier concentration)
Leader Unit - SAM (from Missiles)
- Enemy air attacks disabled inside this units attack range
Synergy
- [Jake] Orange Crush [2*]
- [Nell] Windfall [3*]
Jake
Statistics
- [Hit] Clubbin'
- [Miss] Easy Listening
- [Specialty] Plains
Daily Abilities (D2D)
- [Veteran Rank] +2 Terrain Stars on plains or wastelands {owned units}
- (+10/+10) {owned units on plain or wasteland tiles}
- -10% deployment costs {owned vehicle units}
Commander Zone (COZ) [0~3 Range]
- +1 indirect range {owned vehicle units}
- +1 Terrain Star on plains or wastelands {owned units}
Beat Down (COP) [3*]
- (+20/+20) {owned units on plains or wasteland tiles}
- +1 indirect range {owned vehicle units}
- +1 move {owned vehicle units}
Block Rock (SCOP) [6*]
- (+30/+30) {owned units on plain or wasteland tiles}
- +2 move {owned vehicle units}
- +1 indirect range {owned vehicle units}
- +2 terrain cost {enemy units on plains or wasteland tiles}
Leader Unit - Landship (from Flame Tank)
- [TANK] Primary ammo (6 shots)
- 1/2 Move Reanimation after attacking
- (+10/+0) per terrain star on plains and wastelands
Synergy
- [Rachel] Orange Crush [2*]
- [Jess] Heavy Metal [1*]
Blue Moon
Olaf
Statistics
- [Hit] Warm Boots
- [Miss] Rain Clouds
- [Specialty] Snow
Daily Abilities (D2D)
- [Veteran Rank] Weather during allied powers last 1 extra dayββ
- Snow Immunity
- Snow Penaltyββββββ {in rainy weather}
- (+20/+0) snowy weather {owned units}
Commander Zone (COZ) [0~2 Range]
- +1 CO Zone Range in snowy weather {affects owned CO Unit and Leader Units}
- +1 movement {owned units}
Blizzard (COP) [3*]
- Snow Weather (1 day)
Winter Fury (SCOP) [7*]
- Snow Weather (1 day)
- -2 HP damage {enemy units}
Leader Unit - Tundra Tank (from Heavy Tank)
- Hidden in Snow {this unit}
Synergy
- [Grit] Snow Patrol [1*]
Grit
Statistics
- [Hit] Cats
- [Miss] Rats
- [Specialty] Indirect Combat
Daily Abilities (D2D)
- [Veteran Rank] HP Reduction doesn't affect damage output {owned indirect units}
- +1 range {owned indirect units}
- (+20/+0) {owned indirect units}
- (-10/+0) {owned direct units}
Commander Zone (COZ) [0~2 Range]
- -1 blind spot range (minimum 1) {owned indirect units}
- (+20/+0) vs. enemy units with terrain stars less than 2 {owned units}
Snipe Attack (COP) [3*]
- +1 range {owned indirect units}
- (+20/+0) {owned indirect units}
Super Snipe (SCOP) [6*]
- +2 range {owned indirect units}
- (+40/+0) {owned indirect units}
Leader Unit - Siege Cannon (from Artillery)
- 4 move [tread]
- 3 ammo
- [3~7] indirect range
Synergy
- [Max] Big Country [2*]
- [Olaf] Snow Patrol [1*]
Colin
Statistics
- [Hit] Olaf and Grit
- [Miss] Black Hole
- [Specialty] Cheap Units
Daily Abilities (D2D)
- [Veteran Rank] Increases deployment funds by 50% during powers
- -20% deployment costs {owned units}
- (-10/-10) {owned units}
Commander Zone (COZ) [0~2 Range]
- Disables Negative D2D Effects
Gold Rush (COP) [2*]
- Gains 50% funds per owned property
Power of Money (SCOP) [6*]
- (+1/+0) per 300G deployment funds
Leader Unit - Partisan (from Infantry)
- Incendiary Rounds
- 2x Morale Bar gain {this unit}
Synergy
- [Sasha] Trust Fund [3*]
Sasha
Statistics
- [Hit] Truffles
- [Miss] Pork Rinds
- [Specialty] Extra War Funds
Daily Abilities (D2D)
- [Veteran Rank] Enemy players can't use CO powers while powers are active
- [Veteran Rank] Steals enemy deployment funds when you activate your power
- +10% income {owned properties}
- +50% Conversion of Damage to Funds
Commander Zone (COZ) [0~2 Range]
- +50% Conversion of Damage to Funds
Market Crash (COP) [4*]
- Morale Bar Drained [(Current Funds / 50000G) * 100] {enemy players}ββββββββββββββ
War Bonds (SCOP) [6*]
- +50% Conversion of Damage to Funds
- Gains income from all properties
- Disable CO powers {enemy players}
Leader Unit - Snapper (from Anti-Tank)
- (+10/+0) per filled star in her morale bar
Synergy
- [Colin] Trust Fund [3*]
Yellow Comet
Kanbei
Statistics
- [Hit] Sonja
- [Miss] Computers
- [Specialty] High Quality Units
Daily Abilities (D2D)
- [Veteran Rank] Steals base Defense Stars from enemy during combat {owned units}
- +20% deployment costs {owned units}
- (+20/+20) {owned units}
Commander Zone (COZ) [0~1 Range]
- (+10/+10) {owned units}
Morale Boost (COP) [4*]
- (+20/+0) {owned units}
- +25% counterattacks {owned units}
Samurai Spirit (SCOP) [7*]
- (+20/+20) {owned units}
- +50% counterattacks {owned units}
Leader Unit - Royal Guard (from Md Tank)
- +100% counterattacks {this unit}
Synergy
- [Sonja] Battle Standard [3*]
- [Javier] Code of Honor [1*]
Sonja
Statistics
- [Hit] Computers
- [Miss] Bugs
- [Specialty] Intelligence
Daily Abilities (D2D)
- [Veteran Rank] -1 vision {enemy units}
- [Veteran Rank] Units outside enemy vision range are hidden {owned units}
- HP Hidden {owned units}
- +50% counterattacks {owned units}
- -1 Terrain Star {enemy units}
- -5% negative luck {owned units}
Commander Zone (COZ) [0~2 Range]
- +1 vision {owned units}βββββββ
- +50% counterattacks {owned units}
Enhanced Intelligence (COP) [2*]
- +1 piercing vision {owned units}
- -1 Terrain Star {enemy units}
Counter Break (SCOP) [5*]
- +2 piercing vision {owned units}
- -2 Terrain Stars {enemy units}
- First-strike counterattacks {owned units}
Leader Unit - Spyplane (from Bomber)
- Loses weapons
- +3 piercing vision {this unit}
- Enemy units inside this units vision range can't counterattack
Synergy
- [Kanbei] Battle Standard [3*]
- [Sami] Girl Power [1*]
- [Lash] Brainstorm [1*]
Sensei
Statistics
- [Hit] Lazy, Rainy Days
- [Miss] Busy Malls
- [Specialty] Copters and Soldiers
Daily Abilities (D2D)
- [Veteran Rank] Can build copters from owned cities
- (+50/+0) {owned copter units}
- (+40/+0) {owned soldier units}
- (-10/-0) {owned vehicle & sea units}
Commander Zone (COZ) [0~3 Range]
- Loaded units drop cargo if on legal tile (1 unit only)
- +1 move {owned transport units}
Copter Command (COP) [2*]
- Can build 9HP Infantry on all owned cities for full price
- (+30/+0) {owned copter units}
Airborne Assault (SCOP) [6*]
- Can build 9HP Mechs on all owned cities for full price
- (+30/+0) {owned copter units}
- All Loaded Transport Units receive the Launch Command
Leader Unit - Chinook (from T-Copter)
- [Mid-Air Copter]
- [DUST] Primary (Ground, Low-Air, and Mid-Air damage)
- Can load/unload one ground unit
- Non-foot soldier units can only be loaded/unloaded on Airports and Temp Airports
Synergy
- [Hachi] Grizzled Vets [2*]
Grimm
Statistics
- [Hit] Doughnuts
- [Miss] Planning
- [Specialty] Reckless Firepower
Daily Abilities (D2D)
- [Veteran Rank] Double strike (First strike attack, then normal attack) [uses 2x ammo] {owned units}
- (+30/-20) {owned units}
Commander Zone (COZ) [0~3 Range]
- Enemy can't counterattack * -50% counterattacks {owned units}
Knuckleduster (COP) [3*]
- (+30/+0) {owned units}
Haymaker (SCOP) [6*]
- (+60/+0) {owned units}
Leader Unit - AT Cycle (from Bike)
- [MDTK] Primary (5 shots)
Synergy
- [Sensei] Rolling Thunder [1*]
Green Earth
Eagle
Statistics
- [Hit] Lucky Goggles
- [Miss] Swimming
- [Specialty] Air Units
Daily Abilities (D2D)
- [Veteran Rank] Enemy can't counterattack {owned air units}
- (+20/+10) {owned air units}
- -2 Daily Fuel {owned air units}
- (-20/+0) {owned sea units}
Commander Zone (COZ) [0~2 Range]
- Daily Fuel Drain Disabled {owned units}
- -25% counterattacks {enemy units}
Lightning Drive (COP) [5*]
- 1/2 firepower {owned units}
- Reanimates {owned non-infantry units}
Lightning Strike (SCOP) [9*]
- (+10/+20) {owned air units}
- Reanimates {owned non-infantry units}
Leader Unit - Storm Fighter (from Stealth)
- This unit has double strike
Synergy
- [Andy] Airlift [2*]
- [Sami] Earth and Sky [3*]
- [Drake] Stormwatch [2*]
Drake
Statistics
- [Hit] The Sea
- [Miss] Heights
- [Specialty] Naval Units
Daily Abilities (D2D)
- [Veteran Rank] (+30/+0) {owned units on water tiles and during rain}
- Rain Immunity {owned units}
- (+0/+20) {owned sea units}
- (-20/-0) {owned air units}
- +1 Move {owned sea units}
Commander Zone (COZ) [0~3 Range]
- +2 Terrain Stars {owned units on water tiles and during rain}
- Gains 50% income {enemy properties}
Tsunami (COP) [4*]
- Rainy Weather (1 day)
- -1 HP Damage {enemy units}
Typhoon (SCOP) [7*]
- Rainy Weather (1 day)
- -2 HP Damage {enemy units}
- -50% remaining fuel drain {enemy units}
Leader Unit - Missile Sub (from Submarine)
- [3~7] ballistic range
- Unit is forced to surface when it attacks if dived
- [SUBM] (Sea and undersea damage)
- [MDTK] (Ground Damage)
Synergy
- [Eagle] Stormwatch [2*]
Jess
Statistics
- [Hit] Dandelions
- [Miss] Unfit Commanders
- [Specialty] Vehicles
Daily Abilities (D2D)
- [Veteran Rank] +1 movement {owned vehicle units}
- (+20%/+0%) {owned vehicle units}
- (-10%/+0%) {owned non-vehicle units}
Commander Zone (COZ) [0~3 Range]
- Perfect Movement {owned vehicle units}
- (+10%/+0%) {owned soldier units}
Turbo Charge (COP) [3*]
- +1 move {owned vehicle units}
- (+20%/+0%) {owned vehicle units)
- Full Resupply {owned units}
Overdrive (SCOP) [6*]
- +2 move {owned vehicle units}
- (+40%/+0%) {owned vehicle units}
- Full Resupply {owned units}
Leader Unit - Tank Hunter (from Tank Destroyer)
- [MDTK] (Ground damage)
- Attacks reduce enemy fuel by 1/2
Synergy
- [Jake] Heavy Metal [1*]
- [Javier] Green Flash [1*]
Javier
Statistics
- [Hit] Honor
- [Miss] Retreating
- [Specialty] Strong Defenses
- Communication Towers give +2 to all Siege Abilities (+2 firepower, +2 defense, +2 luck per source)
Daily Abilities (D2D)
- [Veteran Rank] Owned cities count as temporary buildings
- Owned temporary buildings act like communication towers
- His HQ counts as a temporary building
- (+0%/+20%) {owned non-moved units}
- (+0%/+20%) vs. indirect attacks {owned units}
Commander Zone (COZ) [0~2 Range]
- Assist can't target in zone {owned units}
- (+0%/+20%) {owned units}
Iron Shield (COP) [3*]
- Communication Tower effects doubled {owned units}
- (+0%/+20%) vs. indirect attacks {owned units}
- -50% counterattacks {enemy units}
Royal Charge (SCOP) [6*]
- Communication Tower effects tripled {owned units}
- (+0%/+20%) {owned units}
- (+0%/+20%) vs. indirect attacks {owned units}
- (+5%/+0%) per movement used {owned units}
Leader Unit - Chaperon (from Anti-Air)
- 50% chance of indirect fire immunity during combat
- Can always use Assist
Synergy
- [Kanbei] Code of Honor [1*]
- [Jess] Green Flash [1*]
Black Hole
Sturm
Statistics
- [Hit] Invasions
- [Miss] Peace
- [Specialty] Overpower
- AW1, strikes regardless of FOG [Meteor Strike power]
- AW2, strikes only units in vision range [Meteor Strike Power]
Daily Abilities (D2D)
- [Veteran Rank] Targeted Non-Lethal Projectile Damage +2 HP
- [Veteran Rank] (+30/+0) {owned units during powers}
- Perfect Movement in clear weather {owned units}
- CO Zone Range set to 0
- (+20/-20) {owned units}
Commander Zone (COZ) [0~0 Range]
- (+0/+40) {owned units}
None (COP) [0*]
- So powerful, he doesn't need a CO Power
Meteor Strike (SCOP) [10*]
- 1 [0~3] range 6 HP damage meteor (highest combined HP, highest unit value, or 2x indirect value)
Leader Unit - Invader Squad (from Mech)
- [PIPE] Ground, Air, and Sea Damage
- 6 Primary Ammo
- Loses Secondary
Synergy
- None
ββββββ## Hawke
Statistics
- [Hit] Black Coffee
- [Miss] Incompetence
- [Specialty] Everything
Daily Abilities (D2D)
- [Veteran Rank] Disables Terrain Stars {enemy units}
- (+10/+0) {owned units}
Commander Zone (COZ) [0~2 Range]
- HP Reduction doesn't affect damage output {owned units}
- Luck is maximum if enemy < 1HP {owned units}
Black Wave (COP) [5*]
- +1 HP Heal {owned units}
- -1 HP Damage {enemy units}
Black Storm (SCOP) [9*]
- +2 HP Heal {owned units}
- -2 HP Damage {enemy units}
Leader Unit - IFV (from Recon)
- [APC] Defenses
- Can Load one foot-infantry unit
- 6 (Bike Mud Tires - Tire B) Movement
- 2 vision
Synergy
- [Andy] Shaky Alliance [1*]
- [Lash] Rebel Yell [1*]
Adder
Statistics
- [Hit] His Own Face
- [Miss] Dirty Things
- [Speciality] Extra Movement
Daily Abilities (D2D)
- [Veteran Rank] Perfect movement {owned units}
- +50% Morale Bar charge
Commander Zone (COZ) [0~3 Range]
- Damage rounds down to nearest .1 HP after combat {enemy units}ββββββ
Sideslip (COP) [2*]
- +1 move {owned units}
Snakebite (SCOP) [5*]
- +2 move {owned units}
- (+20/+0) {owned units}
Leader Unit - Spirit (from Bomber)
- Has Hide/Unhide Commandβββββββ
- First-strike counterattacks
Synergy
- [Koal] Creepy Crawly [1*]
Lash
Statistics
- [Hit] Getting her way
- [Miss] Not getting it
- [Specialty] Terrain Offense
Daily Abilities (D2D) βββββββ
- [Veteran Rank] Gains additional (+10%/+0%) per defending enemy unit defense star
- (+10%/+0%) per Defense Star {owned units}
- HP Reduction doesn't affect terrain defense {owned units}
Commander Zone (COZ) [0~3 Range] βββββββ
- Terrain Stars can't be reduced {owned units}
- +1 Terrain Star {owned units}
Terrain Tactics (COP) [4*] βββββββ
- Perfect Move {owned units}
- +1 Terrain Star {owned units}
Prime Tactics (SCOP) [7*] βββββββ
- Perfect Move {owned units}
- Double Defense Stars {owned units}
Leader Unit - Autotank (from Tank)
- First-strike counterattacks
Synergy
- [Flak] Bruise Cruise [1*]
- [Hawke] Rebel Yell [1*]
- [Sonja] Brainstorm [1*]
Flak
Statistics
- [Hit] Meat
- [Miss] Veggies
- [Specialty] Dispersion
Daily Abilities (D2D)
- [Veteran Rank] Negative Luck is turned into firepower bonuses
- [+30%/-10%] luck
Commander Zone (COZ) [0~3 Range]
- His luck values are inversely applied to enemy units
Brute Force (COP) [3*]
- +25% positive luck
- -10% negative luck
Barbaric Blow (SCOP) [6*]
- +65% positive luck
- -20% negative luck
AT Squad (from Mech)
- [ATNK] Primary Weapon βββββββ* 5 Primary shots
- No secondary weapon
Synergy
- [Lash] Bruise Cruise [1*]
Von Bolt
Statistics
- [Hit] Long Life
- [Miss] Young 'Uns
- [Specialty] Everything
Daily Abilities (D2D)
- [Veteran Rank] -1 move {enemy units during any power}
- (+10/+10) {owned units}
- +1 HP Heal {owned units adjacent to owned properties}
Commander Zone (COZ) [0~2 Range]
- +1 terrain movement {enemy units}
None (COP) [0*]
- So powerful, he doesn't need a CO Power
Ex Machina (SCOP) [10*]
- 1 [0~3] range 5 HP damage crippling bolt (highest combined HP or highest funds value)
Leader Unit - Prism Tank (from NeoTank)
- Loses Secondary Weapon
- Absorbs HP damage this unit deals to the enemy
Synergy
- None
Kindle
Statistics
- "Urban Rockets"
- [Hit] Anything chic
- [Miss] Anything passe
- [Specialty] Urban Warfare
Daily Abilities (D2D)
- [Veteran Rank] Enemy Properties are 15 max capture points
- [Veteran Rank] Enemy units can't capture when enemy powers are active
- (+40/+0) on properties {owned units}
Commander Zone (COZ) [0~3 Range]
- Owned properties are 25 max capture points
- Enemy units can't capture when allied powers are active
Urban Blight (COP) [3*]
- (+40/+0) on properties {owned units}
- -3 HP damage {enemy units on properties}
High Society (SCOP) [6*]
- (+80/+0) on properties {owned units}
- (+3/+0) for every owned property {owned units}
Leader Unit - Oynx Copter (from Battle Copter)
- 5 move [Mid-Air Copter]
- [PRNR] (Ground, Sea, Mid-Air, and Low-Air Damage)
- Can also resupplies on Cities
- Damage ignores terrain stars
Synergy
- [Koal] Flash Point [1*]
- [Jugger] Fireworks [1*]
Koal
Statistics
- [Hit] Proverbs, Ramen
- [Miss] Fondue
- [Specialty] Sand and Roads
Daily Abilities (D2D)
- [Veteran Rank] (+30/+0) vs. enemy units with no defense stars {owned stars}
- Sandstorm Immunity
- (+20/+0) {owned units on roads}
- (+10/+0) {owned units in sandstorm}
Commander Zone (COZ) [0~3 Range]
- First-strike counterattacks {owned units on roads}
- Defense matches offense {owned units in sandstorm}
Forced March (COP) [4*]
- Sandstorm Weather (1 day)
- +1 move {owned units}
- (+20/+0) {owned units on roads}
Trail of Woe (SCOP) [7*]
- Sandstorm Weather (1 day)
- +2 move {owned units}
- (+20/+0) {owned units on roads}
- (+20/+0) {owned units}
Leader Unit - Hot Tank (from Recon)
- [AAIR] (Non-soldier ground damage)
- Attacking doesn't cause this unit to wait
Synergy
- [Jugger] Power Surge [2*]
- [Kindle] Flash Point [1*]
- [Adder] Creepy Crawly [1*]
Jugger
Statistics
- [Hit] Energy
- [Miss] Static Electricity
- [Specialty] Smarter Dispersion
Daily Abilities (D2D)
- [Veteran Rank] All negative luck becomes positive luck
- [Veteran Rank] HP Hidden {owned units}
- +20% positive luck
- -15% negative luck
Commander Zone (COZ) [0~3 Range]
- HP Reduction doesn't affect luck {owned units}
Overclock (COP) [3*]
- +25% positive luck
- -10% negative luck
System Crash (SCOP) [7*]
- +65% positive luck
- -30% negative luck
Leader Unit - Missile Frigate (from Gunboat)
- [1~3] Ballistic Range
- 3 Ammo
- [ARTY] (Ground and Sea Damage)
Synergy
- [Koal] Power Surge [2*]
- [Kindle] Fireworks [1*]
12th Battalion
Brenner
Statistics
- [Hit] Life
- [Miss] Dishonor
- [Specialty] Defensive Healing
Daily Abilities (D2D)
- [Veteran Rank] During powers, immune to non-combat damage {owned units}
- (+0/+20) {owned units}
- Owned temp properties repair and resupply {owned units}
- Resupplies {owned units inside loaded units}
Commander Zone (COZ) [0~3 Range]
- +1 HP repair rate {owned units}
- Free Repairs {owned units}
- Units offense matches their defense {owned units}
First Aid (COP) [3*]
- (+0/+20) {owned units}
- +1 HP Heal {owned units and owned units inside loaded units}
- +1 move {owned loaded units}
Lifeline (SCOP) [7*]
- (+0/+40) {owned units}
- +3 HP Heal {owned units and owned units inside loaded units}
- +2 move {owned loaded units}
- [Cheat Death] Units greater than .1HP remain at .1HP, ignoring destruction
Leader Unit - Medic Tank (from Flame Tank)
- [RECN] Secondary
- Medic Strike does [0~2] +2 HP Heal {owned units}
- Medic Tank loses Flame abilities
Synergy
- [Lin] Heartbreak [1*]
- [Will] Reinforce [1*]
Lin
Statistics
- [Hit] Brenner, Teasing
- [Miss] Flying
- [Specialty] Ground & Intel Manipulation
Daily Abilities (D2D)
- [Veteran Rank] 5 base vision {owned units}
- (+10/+10) {owned ground units}
Commander Zone (COZ) [0~1 Range]
- HP Hidden {owned units}
- (+10/+10) {owned ground units}
Night Vision (COP) [3*]
- +1 piercing vision {owned ground units}
- (+5/+0) per vision {owned ground units}
Covert Ops (SCOP) [7*]
- +2 piercing vision {owned units}
- (+5/+5) per vision {owned units}
Leader Unit - Spec Ops (from Mech)
- Paralyzing Round Primary weapon
Synergy
[Brenner] Heartbreak [3*]
Will
Statistics
- [Hit] Hope
- [Miss] Giving Up
- [Specialty] Direct Attack Ground Units
Daily Abilities (D2D)
- [Veteran Rank] -25% primary weapon damage {enemy units}
- (+20/+0) {owned direct ground units}
- -1 move {owned air and naval units}
Commander Zone (COZ) [0~2 Range]
- (+20/+0) {owned non-wait units}
- Upgrading doesn't cause units to wait {owned units}
- -25% capture rate {enemy units on owned properties}
Rally Cry (COP) [3*]
- (+20/+0) {owned direct ground units}
- +1 move (owned direct ground units}
Last Stand (SCOP) [7*]
- (+20/+0) {owned direct ground units}
- +2 move {owned direct ground units}
- Perfect Movement {owned direct ground units}
Leader Unit - Hydra Tank (from Tank)
- First-strike counterattacks vs. enemy CO and Leader Units {this unit}
- Double bonus from Pocket CO Zone {this unit}
Synergy
- [Brenner] Reinforce [1*]
- [Isabella] Rally Cry [2*]
- [Tasha] New Era [2*]
Isabella
Statistics
- [Hit] Knowledge
- [Miss] Stupidity
- [Specialty] Everything
Daily Abilities (D2D)
- [Veteran Rank] (+20/+20) {owned units}
- [Veteran Rank] 2x power bonus
- Loss of HP doesn't affect her capture rate {owned units}
- Maximum Luck {owned units}
Commander Zone (COZ) [0~2 Range]
- -1 Terrain Star {enemy units}
- Can't counterattack {enemy non-soldier units}
Reflect (COP) [4*]
- (+10/+0) {owned units}
- 20% HP Damage is applied to enemy units during attacks {owned units}
Deep Strike (SCOP) [8*]
- +1 direct move {owned units}
- +1 indirect range {owned units}
- 40% HP Damage is applied to enemy units during attacks {owned units}
Leader Unit - Siege Anti-Tank (from Anti-Tank)
- [PRNR] Ground, Air, and Ship Damage
Synergy
- [Will] Morning Bloom [2*]
Lazurian Army
Forsythe
Statistics
- [Hit] Rules of War
- [Miss] Tyrants
- [Specialty] CO Zone and Firepower
Daily Abilities (D2D)
- [Veteran Rank] Can become Boss Rank in CO Zone
- (+10/+0) vs. more expensive enemy units {owned units}
- CO Zone does not grow
Commander Zone (COZ) [0~5 Range]
- (+10/+10) {owned units}
- (+10/+10) vs. more expensive enemy units {owned units}
Braveheart (COP) [2*]
- (+10/+0) vs. more expensive enemy units {owned units}
- -1 rank {enemy units}
Field Promotion (SCOP) [5*]
- +1 rank {owned units}
- -10% deployment costs {owned units}
- First-strike counterattacks vs. more expensive enemy units {owned units}
Leader Unit - Aegis Warship (from Battlecruiser [DSYR])
- [PRNR] Ground, Air, and Sea Damage
- 4-7 ballistic range
Synergy
- [Gage] Stronghold [1*]
Gage
Statistics
- [Hit] Results
- [Miss] Mistakes
- [Specialty] Naval and Indirects
Daily Abilities (D2D)
- [Veteran Rank] Enemy hidden units are always visible
- [Veteran Rank] No blind spot {owned indirect units}
- (+20/+10) {owned sea or indirect units}
- Vision can't be reduced {owned units}
Commander Zone (COZ) [0~3 Range]
- Hidden in Forest, Reefs, and Ruins {owned indirect units}
- Can counterattack indirectly if able {owned indirect units}
Long Shot (COP) [3*]
- (+20/+0) {owned sea or indirect units}
- +1 range {owned indirect units}
- +1 move {owned sea units}
Dead to Rights (SCOP) [7*]
- (+20/+20) {owned sea or indirect units}
- +2 range {owned indirect units}
- +2 move {owned sea units}
- Reanimation {owned indirect units}
Leader Unit - Sniper (from Infantry)
- [1~2] indirect range
- 2 Infantry Movement
- [AAIR] (Ground and Low-Air Damage)
- First-strike counterattacks vs. soldiers
Synergy
- [Forsythe] Stronghold [1*]
- [Tasha] Old Soldiers [1*]
Tasha
Statistics
- [Hit] Revenge
- [Miss] Sympathy
- [Specialty] Air Unit Attack
Daily Abilities (D2D)
- [Veteran Rank] (+5/+0) per filled star in enemies morale bar {owned units}
- (+20/+0) vs. non-retaliating enemy units {owned units}
- (+20/+0) {owned air units}
Commander Zone (COZ) [0~1 Range]
- (+20/+20) {owned air units}
- Can't repair {attacked enemy units}
Sonic Boom (COP) [3*]
- +1 move {owned air units}
- (+20/+0) vs. non-retaliating enemy units {owned units}
- Can't counterattack {enemy units}
Fox One (SCOP) [7*]
- +2 move {owned air units}
- (+20/+0) vs. non-retaliating enemy units {owned units} * 1 [0~2] range 3 HP damage missile (highest unit value)
- Disable Terrain Stars {enemy units}
Leader Unit - Strato Destroyer (from Bomber)
- First-strike counterattacks
- [STLH] Primary Air Damage
Synergy
- [Will] Air Support [2*]
- [Gage] Old Soldiers [1*]
NRA (New Rubinelle Army)
Greyfield
Statistics
- [Hit] Power
- [Miss] Insubordinates
- [Specialty] High-Tech Units and Supplies
Daily Abilities (D2D)
- [Veteran Rank] Extra -2 Daily Fuel {all enemy units}
- [Veteran Rank] Enemy units at 0 fuel are destroyed
- (+10%/+20%) {owned units that cost more than 10000G}
Commander Zone (COZ) [0~3 Range]
- (+0%/+20%) {owned sea and air units}
- 2x fuel cost {enemy units}
- Resupply Full {owned units}
Supply Raid (COP) [3*]
- (+10%/+10%) {owned units that cost more than 10000G}
- (+10%/+10%) {owned sea and air units}
- -50% remaining fuel drain {enemy units} * -1 primary ammo {enemy units}
High Command (SCOP) [7*]
- (+20%/+20%) {owned units that cost more than 10000G}
- (+20%/+20%) {owned sea and air units}
- -50% remaining fuel drain {enemy units}
- Enemy units ammo reduced to 1
Leader Unit - Prime Battleship [Dreadnaught] (from Battleship)
- Ballistic Movement
- [BMBR] Primary Damage
Synergy
- [Waylon] Wingmen [1*]
Waylon
Statistics
- [Hit] Living it up
- [Miss] Responsibility
- [Specialty] Hit and Run Tactics
- Powers work similar to Eagle
Daily Abilities (D2D)
- [Veteran Rank] Morale Bar Charges during powers
- [Veteran Rank] Steals enemy terrain stars {owned air and indirect units}ββββββββββββββ
- (+0/+20) {owned air and indirect units}ββββββββββββββ
- Morale Bar doesn't reset on CO Unit Death
Commander Zone (COZ) [0~2 Range]
- (+0/+20) vs. enemy units of different type {owned units} * Owned Air Units benefit from terrain bonuses
Tactical Retreat (COP) [3*]
- (+10/+30) {owned air and indirect units}ββββββββββββββ
- Wait Units Reanimate, but can only move and wait {owned units}
Bad Company (SCOP) [8*]
- (+20/+60) {owned air and indirect units}ββββββββββββββ
- +2 move {owned units}
- Wait Units Reanimate, but can't attack or assist {owned units}
Leader Unit - Zeppelin (from T-Copter)
- [T-Copter] Defense
- [Mid-Air] 4 move
- [2~4] indirect range
Synergy
- [Greyfield] Wingmen [1*]
Caulder
Statistics
- [Hit] Experiments
- [Miss] Ethics
- [Specialty] Mad Scientist
- Has Green Mist for the super power
Daily Abilities (D2D)
- [Veteran Rank] +2 HP Repair Heal {owned units in any Pocket CO Zone}
- [Veteran Rank] (+30/+30) {owned units in any Pocket CO Zone}
- (+20/+20) {owned units}
- Perfect Movement {owned soldier units} * +20% deployment cost {owned soldier units}
- CO Zone does not grow
Commander Zone (COZ) [0~1 Range]
- +3 HP Repair Heal {owned units}
- +50% capture rate {owned soldier units}
None (COP) [0*]
- So powerful, he doesn't need a CO Power
Fallout (SCOP) [10*]
- 1 [0~3] range 5 HP damage bomb (highest combined HP, highest unit value, or 2x indirect value)
- (-20/-0) {enemy units}
- +1 terrain movement {enemy units}
Leader Unit - Pulsatrix (from Bomber)
- When this unit attacks, it instead creates a 1 [0~2] range 3 HP explosion on itself that damages enemy units
- +1 HP Heal
Synergy
- None
Tabitha
Statistics
- [Hit] Breakfast in Bed
- [Miss] Weak People
- [Specialty] Very High Firepower
- While she is active CO on any army, fire shows up as blue
Daily Abilities (D2D)
- [Veteran Rank] +2 HP Heal {owned units on fire tiles}
- Immune to Fire
- Immune to Heatwave
- (+20/+0) {owned units on fire tiles}
Commander Zone (COZ) [0~0 Range]
- (+50/+50) {owned units}
- Incendiary Rounds {owned units}
- Perfect Movement {owned units on fire tiles}
Inferno Charge (COP) [5*]
- (+30/+0) {owned units}
- +1 move {owned units}
- Anywhere a unit moves is set on fire {owned units}
- Killing owned units creates a 1 [0~1] 1 damage explosion {enemy units}
Firestorm (SCOP) [9*]
- 1 [0~2] range 4 HP damage bomb (highest combined HP, gunboat mult 0.5x)
- All tiles on the map are set on fire
Leader Unit - Juggernaut (from Mech)
- Minigun - [AAIR] (Ground, Low-Air, and Mid-Air Damage)
- Loss of HP doesn't affect firepower
- First-strike counterattacks
Synergy
- [Penny] Weathervane [2*]
Penny
Statistics
- [Hit] Mr. Bear
- [Miss] Broken Toys
- [Specialty] Weather
Daily Abilities (D2D)
- [Veteran Rank] Killing enemy units creates a 1 [0~2] 2 damage explosion {enemy units}
- Immune to Weather
- (+10/+10) {owned units}
Commander Zone (COZ) [0~3 Range]
βββββββ+1 HP Repair Heal {owned units}
- (+10/+10) {owned units during non-clear weather}
Stormfront (COP) [3*]
- Random Weather for 1 day
Enigma (SCOP) [8*]
- Random Weather for 3 days
- (+10/+10) {owned units during non-clear weather}
- -1 HP damage {enemy units}
Leader Unit - Spider-tank (from Recon)
- [TANK] [Ground and Sea damage]
- 6 Primary ammo
- 5 move [Infantry Movement]
Synergy
- [Tabitha] Weathervane [2*]
CWT Unit Classes
Land Units
INFT - Infantry [Direct Land Foot Soldier = Soldiers Core]
- Build: 1000 G. (Factory)
- Movement: 3 (Foot - Infantry)
- Fuel: 99
- Vision: 2 (+3 on Mountain - MNTN)
- Star Value: 20 {0.4}
- Primary: None
- Secondary: {1~1} Machine Gun [Infinite ammo]
- Ability - Capture: Captures Neutral or Enemy Properties 1 point by current HP
BIKE - Bike [Direct Land Bike Vehicle Soldier - Soldiers Core]
- Build: 2500 G. (Factory)
- Movement: 5 (Bike - Tire B)
- Fuel: 70
- Vision: 2
- Star Value: [20] {0.4}
- Primary: None
- Secondary: {1~1} Machine Gun [Infinite ammo]
- Ability - Capture: Captures Neutral or Enemy Properties 1 point by current HP
MECH - Mechanized Infantry [Direct Land Foot Soldier - Soldiers Niche]
- Build: 3000 G. (Factory)
- Movement: 2 (Mech)
- Fuel: 70
- Vision: 2 (+3 on Mountain - MNTN)
- Star Value: 20 {0.4}
- Primary: {1~1} Bazooka [3 ammo]
- Secondary: {1~1} Machine Gun [Infinite ammo]
- Ability - Capture: Captures Neutral or Enemy Properties 1 point by current HP
RECN - Reconnaissance [Direct Land Vehicle Scout - Niche]
- Build: 4000 G. (Factory)
- Movement: 8 (Tyre - Tire A)
- Fuel: 80
- Vision: 5
- Star Value: 50 {1.0}
- Primary: None
- Secondary: {1~1} Machine Gun [Infinite ammo]
FTNK - Flame Tank (Flare) [Direct Land Vehicle Scout Incendiary Off-Tank - Niche]
- Build: 5000 G. (Factory)
- Movement: 5 (Tank - Treads)
- Fuel: 60
- Vision: 2
- Star Value: [50] {1.0}
- Primary: Special - Flare Mortar (Below)
- Secondary: {1~1} Flamethrower/Incendiary Gun [Infinite ammo]
Special - Flare Mortar
- {1~5} Flare/Mortar [3 ammo]
- Creates a flame tile that reduces terrain stars to 0 and highlights {0~2} piercing vision spaces around said tile for all players
- Flame tile is affected by weather
APCR - Armored Personnel Carrier Rig [Direct Land Vehicle Transport - Transport Core]
- Build: 5000 G. (Factory)
- Movement: 6 (Tank - Tread)
- Fuel: 70
- Vision: 1
- Star Value: 40 {0.8}
- Primary: None
- Secondary: None
- Ability - Supply: At start of turn and/or as command, restores fuel and ammo to all owned units in a {1~1} range
- Ability - Load: Ability to pick up [Foot Soldier] units (1 capacity)
- Ability - Drop: Ability to drop [Foot Soldier] units on their legal terrain
- Ability: Special - Build (Below)
Special - Build
- Able to deploy temporary buildings at the cost of HP (can't kill unit)
- Unit Must be at 10 HP to start temporary structures
- Builds Temporary properties 1 point by current HP (affected by capture rates)
- HP is sapped from unit after structure is built
- Replaces materials from Advance Wars Days of Ruin/Dark Conflict
ARTY - Artillery [Indirect Land Vehicle - Core]
- Build: 6000 G. (Factory)
- Movement: 5 (Tank - Tread)
- Fuel: 50
- Vision: 3
- Star Value: 50 {1.0}
- Primary: {2~3} Cannon [6 ammo]
- Secondary: None
TANK - Tank [Direct Land Vehicle Tank = Core]
- Build: 7000 G. (Factory)
- Movement: 6 (Tank - Tread)
- Fuel: 70
- Vision: 3
- Star Value: 50 {1.0}
- Primary: {1~1} Cannon [6 ammo]
- Secondary: {1~1} Machine Gun [Infinite ammo]
AAIR - Anti-Air [Direct Land Vehicle Off-Tank - Core]
- Build: 8000 G. (Factory)
- Movement: 6 (Tank - Tread)
- Fuel: 60
- Vision: 3
- Star Value: 50 {1.0}
- Primary: {1~1} Vulcan [6 ammo]
- Secondary: None
ATNK - Anti-Tank [Indirect Land Vehicle - Niche]
- Build: 11000 G. (Factory)
- Movement: 4 (Bike - Tire B)
- Fuel: 50
- Vision: 2
- Star Value: [50] {1.0}
- Primary: {1~3} Flak Cannon [6 ammo]
- Secondary: None
TDYR - Tank Destroyer [Direct Land Vehicle - Niche]
- Build: 12000 G. (Factory)
- Movement: 5 (Tank - Tread)
- Fuel: 50
- Vision: 2
- Star Value: 80 {1.6}
- Primary: {1~1} Cannon [6 ammo]
- Secondary: {1~1} Machine Gun [Infinite ammo]
MDTK - Medium Tank [Direct Land Vehicle Tank - Tech]
- Build: 12000 G. (Factory)
- Movement: 5 (Tank - Tread)
- Fuel: 50
- Vision: 2
- Star Value: 80 {1.6}
- Primary: {1~1} Cannon [5 ammo]
- Secondary: {1~1} Machine Gun [Infinite ammo]
MISS - Missiles [Indirect Land Vehicle Scout - Niche]
- Build: 12000 G. (Factory)
- Movement: 4 (Tyre - Tire A)
- Fuel: 50
- Vision: 5
- Star Value: 70 {1.4}
- Primary: {3~6} Missiles [5 ammo]
- Secondary: None
RCKT - Rocket [Indirect Land Vehicle = Tech]
- Build: 15000 G. (Factory)
- Movement: 5 (Tyre - Tire A)
- Fuel: 50
- Vision: 3
- Star Value: 70 {1.4}
- Primary: {3~5} Rockets [5 ammo]
- Secondary: None
NTNK - Neotank [Direct Land Vehicle Tank - Tech]
- Build: 16000 G. (Factory)
- Movement: 6 (Tank - Tread)
- Fuel: 99
- Vision: 2
- Star Value: 90 {1.8}
- Primary: {1~1} New Cannon [6 ammo]
- Secondary: {1~1} Machine Gun [Infinite ammo]
PRNR - Piperunner [Indirect Land Vehicle Pipe - Niche]
- Build: 20000 G. (Factory)
- Movement: 9 (Pipeline - Pipe)
- Fuel: 99
- Vision: 4
- Star Value: 100 {2.0}
- Primary: {2~5} Pipe Cannon [6 ammo]
- Secondary: None
WTNK - War Heavy-tank [Direct Land Vehicle Tank - Tech]
- Build: 22000 G. (Factory)
- Movement: 5 (Tank - Tread)
- Fuel: 50
- Vision: 1
- Star Value: 100 {2.1}
- Primary: {1~1} Battle Cannon [4 ammo]
- Secondary: {1~1} Machine Gun [Infinite ammo]
MTNK - Megatank [Direct Land Vehicle Tank - Leader Niche]
- Build: 28000 G. (Factory)
- Movement: 4 (Tank - Tread)
- Fuel: 50
- Vision: 1
- Star Value: 110 {2.2}
- Primary: {1~1} Mega Cannon [3 ammo]
- Secondary: {1~1} Machine Gun [Infinite ammo]
Air Units
TCTR - Transport Copter [Direct Air Copter Transport - Transport Core]
- Build: 5000 G. (Airport)
- Movement: 6 (Copter - Low Air)
- Fuel: 99 (-2 Daily)
- Vision: 1
- Star Value: 50 {1.0}
- Primary: None
- Secondary: None
- Ability - Load: Ability to pick up [Foot Soldier] units (1 capacity)
- Ability - Drop: Ability to drop [Foot Soldier] units on their legal terrain
BCTR - Battle Copter [Direct Air Copter - Core]
- Build: 9000 G. (Airport)
- Movement: 6 (Copter - Low Air)
- Fuel: 99 (-2 Daily)
- Vision: 2
- Star Value: 60 {1.2}
- Primary: {1~1} Missiles [6 ammo]
- Secondary: {1~1} Machine Gun [Infinite ammo]
DUST - Duster [Direct Air Biplane - Tech]
- Build: 13000 G. (Airport)
- Movement: 8 (Biplane - Mid Air)
- Fuel: 99 (-5 Daily)
- Vision: 4
- Star Value: [70] {1.4}
- Primary: {1~1} Machine Gun [9 ammo]
- Secondary: None
SEAP - Striker Seaplane [Direct Air Biplane - Sea Niche]
- Build: 15000 G. (Airport/Carrier)
- Movement: 7 (Biplane - Mid Air)
- Fuel: 40 (-5 Daily)
- Vision: 4
- Star Value: [80] {1.6}
- Primary: {1~1} Mole Missiles [3 ammo]
- Secondary: None
- Ability: Can resupply on Seaports/Temporary Seaports
FGTR - Interceptor Fighter Jet [Direct Air Jetplane - Niche]
- Build: 20000 G. (Airport)
- Movement: 9 (Jetplane - High Air)
- Fuel: 99 (-5 Daily)
- Vision: 5
- Star Value: 90 {1.8}
- Primary: {1~1} Missiles [6 ammo]
- Secondary: None
BMBR - Bomber [Direct Air Jetplane = Tech]
- Build: 20000 G. (Airport)
- Movement: 7 (Jetplane - High Air)
- Fuel: 99 (-5 Daily)
- Vision: 3
- Star Value: 90 {1.8}
- Primary: {1~1} Bombs [6 ammo]
- Secondary: None
STLH - Stealth [Direct Air Jetplane - Niche]
- Build: 22000 G. (Airport)
- Movement: 6 (Jetplane - High Air)
- Fuel: 60 (-5 Daily [-8 while hidden])
- Vision: 4
- Star Value: 100 {2.0}
- Primary: {1~1} Omni-Missile [6 ammo]
- Secondary: None
- Ability: Special - Hide (Below)
- Ability - Appear: Reverts all changes from 'Special - Hide' ability
Special - Hide
- Can only be seen by adjacent enemy or sitting on enemy property
- Can only be attacked by other [Jetplane - High Air] units
- Increases daily fuel usage by 3 (-8 daily fuel total)
BKBM - Blackbomb Nuke [Direct Air Nuke - Niche]
- Build: 25000 G. (Airport)
- Movement: 9 (Biplane - Mid Air)
- Fuel: 45 (-5 Daily)
- Vision: 1
- Star Value: 30 {0.6}
- Primary: None
- Secondary: None
- Ability: Special - Explode (Below)
Special - Explode
- Unit destroys itself damaging all units in a {0~3} radius by 5HP
- Explosion is non-lethal (can't kill units)
Sea Units
GNBT - Patrol Gunboat [Direct Sea Transport - Transport Core]
- Build: 6000 G. (Seaport)
- Movement: 7 (Naval Transport - Lander)
- Fuel: 99 (-1 Daily)
- Vision: 2
- Star Value: [50] {1.0}
- Primary: {1~1} Anti-Ship Missile [1 ammo]
- Secondary: {1~1} Chain Gun [Infinite ammo]
- Ability - Load: Ability to pick up [Foot Soldier] units (1 capacity)
- Ability - Drop: Ability to drop [Foot Soldier] units on their legal terrain
- Ability - Capture: Captures Neutral or Enemy Properties 1 point by current HP
BKBT - Blackboat [Direct Sea Transport - Transport Core]
- Build: 7500 G. (Seaport)
- Movement: 7 (Naval Transport - Lander)
- Fuel: 60 (-1 Daily)
- Vision: 1
- Star Value: 50 {1.0}
- Primary: None
- Secondary: None
- Ability - Load: Ability to pick up [Foot Soldier] units (2 capacity)
- Ability - Drop: Ability to drop [Foot Soldier] units on their legal terrain
- Ability - Repair: Restores fuel, ammo, and 1 HP to a single owned unit in {1~1} range
- Ability: Special - Build (Below)
Special - Build
- Able to deploy temporary buildings at the cost of HP (can't kill unit)
- Unit Must be at 10 HP to start temporary structures
- Builds Temporary properties 1 point by current HP (affected by capture rates)
- HP is sapped from unit after structure is built
- Replaces materials from Advance Wars Days of Ruin/Dark Conflict
LNDR - Lander [Direct Sea Transport - Transport Core]
- Build: [9000 G.] 10000 G. (Seaport)
- Movement: 6 (Naval Transport - Lander)
- Fuel: 99 (-1 Daily)
- Vision: 1
- Star Value: 60 {1.2}
- Primary: None
- Secondary: None
- Ability - Load: Ability to pick up [Land] units (2 capacity)
- Ability - Drop: Ability to drop [Land] units on their legal terrain
CRUS - Cruiser [Direct Sea Ship - Sea Core]
- Build: [14000 G.] 16000 G. (Seaport)
- Movement: 6 (Ship - Sea)
- Fuel: 99 (-1 Daily)
- Vision: 5
- Star Value: 80 {1.6}
- Primary: {1~1} Missiles [9 ammo]
- Secondary: {1~1} Anti-Air Gun [Infinite ammo]
- Ability - Load: Ability to pick up [Copter] units (2 capacity)
- Ability - Supply: Restores fuel and ammo to loaded [Copter] units
- Ability - Drop: Ability to drop [Copter] units on their legal terrain
SUBM - Submarine [Direct Sea Sub Ship Scout - Sea Niche]
- Build: [18000 G.] 20000 G. (Seaport)
- Movement: 6 (Ship - Sea)
- Fuel: 70 (-1 Daily [-5 while hidden])
- Vision: 5
- Star Value: 90 {1.8}
- Primary: {1~1} Torpedo [6 ammo]
- Secondary: None
- Ability: Special - Dive (Below)
- Ability - Surface: Reverts all changes from 'Special - Dive' ability
Special - Dive
- Can only be seen by adjacent enemy or sitting on enemy property
- Can only be attacked by Direct Sea (and Striker) units
- Increases daily fuel usage by 4 (-5 daily fuel total)
DSYR - Destroyer [Indirect Ballistic Sea Ship - Sea Core]
- Build: [22000 G.] 25000 G. (Seaport)
- Movement: 5 (Ship - Sea)
- Fuel: 50 (-1 Daily)
- Vision: 3 Piercing Vision
- Star Value: 100 {2.0}
- Primary: {3~5} Cannon [3 ammo]
- Secondary: None
BSHP - Battleship [Indirect Sea Ship = Sea Tech]
- Build: [25000 G.] 28000 G. (Seaport)
- Movement: 5 (Ship - Sea)
- Fuel: 99 (-1 Daily)
- Vision: 2
- Star Value: 110 {2.2}
- Primary: {2~6} Cannon [6 ammo]
- Secondary: None
ACAR - Aircraft Carrier [Indirect Sea Ship - Sea Niche]
- Build: [25000 G.] 28000 G. (Seaport)
- Movement: 5 (Ship - Sea)
- Fuel: 99 (-1 Daily)
- Vision: 4
- Star Value: 110 {2.2}
- Primary: {3~8} Missiles [6 ammo]
- Secondary: None
- Ability - Load: Ability to pick up [Air] units (2 capacity)
- Ability - Supply: Repairs 2HP and restores fuel and ammo to loaded [Air] units
- Ability - Drop: Ability to drop [Air] units on their legal terrain
- Ability - Launch: Ability to launch [Air] units from this unit allowing them to perform their actions
- Ability - Build: Able to build [SEAP - Strikers] for 1/2 cost
Campaign
OOZM - Oozium-238 [Direct Land Slime - Campaign Niche]
- Build: N/A (11000 G. - Factory)
- Movement: 1 (Slime - Oozium)
- Fuel: 99
- Vision: 1
- Star Value: 150 {3.0}
- Primary: None
- Secondary: None
- Ability - Consume: Destroys any unit it moves onto
- Ability - Immunity: Immune to Commander Damage Effects, Commander Healing Effects, and Missile Silos