List of AWBW COs

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Contents

Terminology

CO Meter - The time it takes to charge a particular power. Increases based on the value of destroyed units; will charge faster if that player's units are being destroyed.

Day to Day - A standard power operable to the playing field. This is always active, and requires no CO Meter cost.

CO Power - Can be used if the small bars on the CO Meter are completely full. Changes the gameplay.

Super COP - Can be used if the entire CO Meter is completely full. Changes the gameplay.

HP - Hit points, denoting a particular unit's strength and defence. Units are destroyed at 0HP, and have less strength points at lower HPs. A unit's strength cannot exceed ten, though two units of the same type can join together to combine hit points.

MP - Movement points. This denotes how far in squares a particular unit can move, which changes depending on the unit, and the unit's affinity to a particular terrain.

Luck - Chance of something unusual happening in damage calculations. This denotes the chance of a particular unit doing more, or less damage than usual to an opponent.


NOTE: All units are 100/100 on all terrain, with a 100% deployment cost until stated otherwise. The number on the left denotes attack percentage, and the right denotes defence percentage. (eg. 100/100 is average, while 110/90 would mean a 10% increase to offence, and a 10% decrease to defence)

CO Powers and SCOPs are in addition to Day to Day Powers unless stated otherwise. SCOPs do not stack with CO Powers.


oslogo.gif Orange Star

Andy

andy.png aw2andy.png dsandy.png

  • CO Meter - bar33ur4.gif
  • Day to Day - none
  • CO Power - All units gain +2HP, +10% offence and defence. (110/110) [Hyper Repair]
  • Super COP - All units gain +5HP, +1MP, +20% offence and +10% defence. (120/110) [Hyper Upgrade]

Hachi

hachi.png dshachi.png

  • CO Meter - bar32uw2.gif
  • Day to Day - All units cost 10% less to deploy.
  • CO Power - All units cost 50% less to deploy, and gain +10% offence and defence. (110/110) [Barter]
  • Super COP - All units cost 50% less to deploy, and gain +10% offence and defence. Ground units can be deployed from cities. (110/110) [Merchant Union]

Jake

jake.png

  • CO Meter - bar33ur4.gif
  • Day to Day - Units on plains gain 10% offence (110/100)
  • CO Power - Indirect units gain +1 range, Units on plains gain +20% offence and +10% defence. (130/110) All other units gain 10% offence and 10% defence. [Beat Down]
  • Super COP - Indirect units gain +1 range, land vehicles gain +2MP. Units on plains gain +40% and +10% defence (150/110), other units gain +10% offence and defence. [Block Rock]

Max

max.png aw2max.png dsmax.png

  • CO Meter - bar33ur4.gif
  • Day to Day - Directs gain +20% offence (120/100), indirects lose -10% offence and 1 range (90/100)
  • CO Power - Directs gain +20% offence, +10% defence and 1MP (140/110), indirects gain +10% defence (90/110). Other units gain +10% offence and defence (110/110) [Max Force]
  • Super COP - Direct units gain +40% offence, +10% defence and 2MP (160/110), indirects lose gain +10% defence (90/110). Other units gain +10% offence and defence (110/110) [Max Blast]

Nell

nell.png aw2nell.png dsnell.png

  • CO Meter - bar33ur4.gif
  • Day to Day - Twice as prone to lucky events
  • CO Power - Power from lucky shots are increased to a maximum of +60% offence. Regardless, all units gain +10% offence and defence. [Lucky Star]
  • Super COP - Power from lucky shots are increased to a maximum of +100% offence. Regardless, all units gain +10 offence and defence. [Lady Luck]

Rachel

rachel.png

  • CO Meter - bar33ur4.gif
  • Day to Day - Repairs give +1HP to units resting on them
  • CO Power - Power from lucky shots are increased to a maximum of +40% offence. Regardless, all units gain +10% offence and defence. [Lucky Lass]
  • Super COP - Three missiles are fired, radius 2, 3HP damage. Targets are picked due to certain criteria. All units gain +10% offence and defence. (110/110)
1. Will aim for as many enemy footsoldier-type units as possible. Units currently capturing will recieve a higher priority.
2. Will aim for the unit area with the highest monetary value to the enemy.
3. Will aim for the unit area with the highest amount of enemy units. [Covering Fire]

Sami

sami.png aw2sami.png dssami.png

  • CO Meter - bar35mu9.gif
  • Day to Day - Footsoldiers gain +30% offence (130/100), and can capture buildings 1.5x quicker. Transport units can move +1MP further, and direct units are -10% weaker. (90/100)
  • CO Power - Footsoldiers gain +30% offence and +10% defence (160/110), and gain +1MP. Other units gain +10% offence and defence. [Double Time]
  • Super COP - Footsoldiers gain +50% offence and +10% defence (180/110), and gain +2MP. Can capture any building in one turn, all other units gain +10% offence and defence. [Victory March]


bmlogo.gif Blue Moon

Colin

colin.png dscolin.png

  • CO Meter - bar24xs2.gif
  • Day to Day - Units cost 20% less to deploy, but lose -10% offence (90/100)
  • CO Power - Current funds increase by 1.5x. All units gain +10% offence and defence. [Gold Rush]
  • Super COP - All units gain +1% offence for every 300G in current funds, and regardless gain +10% offence and defence. [Power of Money]

Grit

grit.png aw2grit.png dsgrit.png

  • CO Meter - bar33ur4.gif
  • Day to Day - Indirect units gain +20% offence (120/100), and have +1 range. Direct units lose -20% offence (80/100)
  • CO Power - Indirect units gain +30% offence and +10% defence, (150/110), and +1 range (+2). Other units gain +10% offence and defence. [Snipe Attack]
  • Super COP - Indirect units gain +30% offence and +10% defence, (150/110), and +2 range (+3). Other units again +10% offence and defence. [Super Snipe]

Olaf

olaf.png aw2olaf.png dsolaf.png

  • CO Meter - bar34nh7.gif
  • Day to Day - All units are immune to snow, but lose -1MP in rain.
  • CO Power - The weather changes to snow for one turn, and all units gain +10% offence and defence. [Blizzard]
  • Super COP - All enemy units lose -2HP, and all units gain +10% offence and defence. [Winter Fury]

Sasha

sasha.png

  • CO Meter - bar24xs2.gif
  • Day to Day - Gains +100G of funds for each property under control.
  • CO Power - Decreases enemy CO bars by 10%, for every 5000G currently in funds. All units gain +10% offence and defence. [Market Crash]
  • Super COP - For each enemy unit destroyed, half their value goes into usable funds. All units gain +10% offence and defence. [War Bonds]


gelogo.gif Green Earth

Drake

drake.png aw2drake.png dsdrake.png

  • CO Meter - bar43nk1.gif
  • Day to Day - Immune to rain. All naval units gain +1MP and 25% defence (100/125), and air units lose -20% offence (80/100)
  • CO Power - All enemy units lose 2HP, and half their current fuel. All units gain +10% offence and defence. [Tsunami]
  • Super COP - All enemy units lose 2HP, half their current fuel, and the weather changes to rain. All units gain +10% offence and defence. [Typhoon]

Eagle

eagle.png aw2eagle.png dseagle.png

  • CO Meter - bar36bw5.gif
  • Day to Day - Air units gain +15% attack and +10% defence (115/110), and use -2 less fuel per day. Naval units are -30% weaker offensively. (70/100)
  • CO Power - Air units gain +15% offence and +20% defence (130/130). All other units gain +10% offence and defence. [Lightning Drive]
  • Super COP - All inactive units, barring footsoldiers can attack again this turn. Air units are 130/130, and all other units gain +10% offence and defence. [Lightning Strike]

Javier

javier.png

  • CO Meter - bar33ur4.gif
  • Day to Day - Communication towers give an added +10% defence boost, and all units gain +20% defence when attacked by indirects.
  • CO Power - Communication towers give a +20% offence and defence boost, and all units gain +40% defence when attacked by indirects. Regardless, all units gain +10% offence and defence. [Tower of Shield]
  • Super COP - Communication towers give a +30% offence and defence boost, and all units gain +80% defence when attacked by indirects. Regardless, all units gain +10% offence and defence. [Tower of Power]

Jess

jess.png dsjess.png

  • CO Meter - bar33ur4.gif
  • Day to Day - Land vehicles gain +10% offence (110/100), while all other units lose -10% offence (90/100)
  • CO Power - Vehicle units gain +20% offence, +10% defence and +1MP (130/110). All other units gain +10% defence, and all units regain their ammo and fuel. [Turbo Charge]
  • Super COP - Vehicle units gain +40% offence, +10% defence and +2MP (150/110). All other units gain +10% defence, and all units regain their ammo and fuel. [Overdrive]


yclogo.gif Yellow Comet

Grimm

grimm.png

  • CO Meter - bar33ur4.gif
  • Day to Day - All units gain +30% offence, and lose -20% defence. (130/80)
  • CO Power - All units gain +30% offence and +10% defence. (160/90) [Knucklebuster]
  • Super COP - All units gain +60% offence and +10% defence. (190/90) [Haymaker]

Kanbei

kanbei.png aw2kanbei.png dskanbei.png

  • CO Meter - bar43nk1.gif
  • Day to Day - All units gain +30% offence and defence, and cost +20% to deploy. (130/130)
  • CO Power - All units gain +20% offence and +10% defence. (150/140) [Morale Boost]
  • Super COP - All units gain +20% offence, +30% defence, and counterattacks are 1.5x more powerful. (150/160) [Samurai Spirit]

Sensei

sensei.png dssensei.png

  • CO Meter - bar24xs2.gif
  • Day to Day - Footsoldiers gain +40% offence (140/100), battle copters gain +50% offence (150/100). Transport units gain +1MP, and sea and land units lose -10% offence. (90/100)
  • CO Power - Active 9HP infantry units appear on every owned and currently empty city. Battle copters gain 35% offence, and 10% defence (175/110). All other units gain +10% offence and defence. [Copter Command]
  • Super COP - Active 9HP mech units appear on every owned and currently empty city. Battle copters gain 35% offence, and 10% defence (175/110). All other units gain +10% offence and defence. [Airborne Assault]

Sonja

sonja.png aw2sonja.png dssonja.png

  • CO Meter - bar32uw2.gif
  • Day to Day - All units gain +1 vision in Fog of War. HP and intel are hidden to the enemy, and counterattacks are 1.5x more powerful. May do 10% less damage than normal.
  • CO Power - All units gain +10% offence and defence, and +1 vision (+2). Reefs and forests can no longer hide enemies. [Enhanced Vision]
  • Super COP - All units gain +10% offence and defence, and +1 vision (+2). Reefs and forests can no longer hide enemies, and Sonja's units attack first normally, even if they are attacked first. [Counter Break]


bhlogo.gif Black Hole

Adder

adder.png dsadder.png

  • CO Meter - bar23oq8.gif
  • Day to Day - none
  • CO Power - All units gain +1MP, and 10% offence and defence. [Sideslip]
  • Super COP - All units gain +2MP, and 10% offence and defence. [Sidewinder]

Flak

aw2flak.png dsflak.png

  • CO Meter - bar33ur4.gif
  • Day to Day - Units can sometimes hit for an extra +25%, or -10% damage.
  • CO Power - Units can sometimes hit for an extra +40%, or -20% damage. Regardless, all units gain +10% offence and defence. [Dispersion]
  • Super COP - Units can sometimes hit for an extra +80%, or -30% damage. Regardless, all units gain +10% offence and defence. [Brute Force]

Hawke

hawke.png dshawke.png

  • CO Meter - bar54gh7.gif
  • Day to Day - All units are +10% stronger in offence. (110/100)
  • CO Power - All enemy units lose -1HP, and all owned units gain +1HP. Units also gain +10% offence and defence. [Black Wave]
  • Super COP - All enemy units lose -2HP, and all owned units gain +2HP. Units also gain +10% offence and defence. [Black Storm]

Jugger

jugger.png

  • CO Meter - bar34nh7.gif
  • Day to Day - Units can sometimes hit for an extra +25%, or -15% damage.
  • CO Power - Units can sometimes hit for an extra +50%, or -25% damage. Regardless, all units gain +10% offence and defence. [Overclock]
  • Super COP - Units can sometimes hit for an extra +90%, or -35% damage. Regardless, all units gain +10% offence and defence. [System Crash]

Kindle

kindle.png

  • CO Meter - bar33ur4.gif
  • Day to Day - Units on urban squares are +40% stronger offensively. (140/100)
  • CO Power - All enemy units on urban squares take -3HP damage, and all units on urban squares gain +50% offence and +10% defence (190/110). All other units gain +10% offence and defence. [Urban Blight]
  • Super COP - All owned units gain +3% attack for each owned property. Units on urban tiles gain 100% attack and +10% defence (240/110). All other units gain +10% offence and defence. [High Society]

Koal

koal.png

  • CO Meter - bar32uw2.gif
  • Day to Day - Units on road tiles are +10% stronger offensively. (110/100)
  • CO Power - Units on urban tiles gain +20% offence and +10% defence (130/110). All other units gain +10% offence and defence, and all units gain +1MP. [Forced March]
  • Super COP - Units on urban tiles gain +30% offence and +10% defence (140/110). All other units gain +10% offence and defence, and all units gain +2MP. [Trail of Woe]

Lash

lash.png dslash.png

  • CO Meter - bar43nk1.gif
  • Day to Day - Units on terrain also gain +10% offence per star, as well as +10% defence.
  • CO Power - Movement costs on all terrain are reduced to 1. All units gain +10% offence and defence. [Terrain Tactics]
  • Super COP - Movement costs on all terrain are reduced to 1. Terrain stars double in value, and all units gain +10% offence and defence regardless. [Prime Tactics]

Sturm

sturm.png aw2sturm.png

  • CO Meter - bar64sq7.gif
  • Day to Day - All units are -20% weaker offensively, and +20% stronger defensively (80/120). Movement cost on all terrain is reduced to 1, but this bonus is lost in snow.
  • CO Power - A meteor falls and deals 4HP damage, radius 2. The meteor aims for the area with the most monetary value. All units gain +10% offence and defence. [Meteor Strike]
  • Super COP - A meteor falls and deals 8HP damage, radius 2. The meteor aims for the area with the most monetary value. All units gain +10% offence and defence. [Meteor Strike II]

Von Bolt

vonbolt.png

  • CO Meter - bar0ass3.gif
  • Day to Day - All units gain +10% offence and defence. (110/110)
  • CO Power - none
  • Super COP - A strike occurs dealing 3HP damage, radius 2. Any units caught in the blast cannot act the next turn. All units gain +10% offence and defence. [Ex Machina]
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