List of AWBW COs
From AW/FEBW Wiki
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.
Orange Star
Andy
- CO Meter -
- 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
- CO Meter -
- 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
- CO Meter -
- 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
- CO Meter -
- 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
- CO Meter -
- 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
- CO Meter -
- 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
- CO Meter -
- 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]
Blue Moon
Colin
- CO Meter -
- 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
- CO Meter -
- 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
- CO Meter -
- 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
- CO Meter -
- 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]
Green Earth
Drake
- CO Meter -
- 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
- CO Meter -
- 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
- CO Meter -
- 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
- CO Meter -
- 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]
Yellow Comet
Grimm
- CO Meter -
- 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
- CO Meter -
- 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
- CO Meter -
- 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
- CO Meter -
- 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]
Black Hole
Adder
- CO Meter -
- 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
- CO Meter -
- 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
- CO Meter -
- 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
- CO Meter -
- 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
- CO Meter -
- 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
- CO Meter -
- 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
- CO Meter -
- 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
- CO Meter -
- 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
- CO Meter -
- 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]
