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Official Rules List (Old)

JakeSamiRulz edited this page May 10, 2023 · 3 revisions

Custom Wars Tactics

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 ​​​​​​​​​​​​​​​​​

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



Custom Wars Tactics

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 day​​
  • Snow Immunity
  • Snow Penalty​​​​​​ {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}​​​​​​​​​​​​​​

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}​​​​​​​
  • +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

​​​​​​## 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}​​​​​​

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 Command​​​​​​​
  • First-strike counterattacks

Synergy

  • [Koal] Creepy Crawly [1*]

Lash

Statistics

  • [Hit] Getting her way
  • [Miss] Not getting it
  • [Specialty] Terrain Offense

Daily Abilities (D2D) ​​​​​​​

  • [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] ​​​​​​​

  • Terrain Stars can't be reduced {owned units}
  • +1 Terrain Star {owned units}

Terrain Tactics (COP) [4*] ​​​​​​​

  • Perfect Move {owned units}
  • +1 Terrain Star {owned units}

Prime Tactics (SCOP) [7*] ​​​​​​​

  • 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 ​​​​​​​* 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}​​​​​​​​​​​​​​
  • (+0/+20) {owned air and indirect units}​​​​​​​​​​​​​​
  • 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}​​​​​​​​​​​​​​
  • Wait Units Reanimate, but can only move and wait {owned units}

Bad Company (SCOP) [8*]

  • (+20/+60) {owned air and indirect units}​​​​​​​​​​​​​​
  • +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]

​​​​​​​+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
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