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Test run 3
[REPLAY MODE]
Day 18
-
Boot:
00d 00h 00m
-
AET:
00d 00h 00m
Boot:
00d 00h 00m
-
AET:
00d 00h 00m
[PAUSED]
The game timer (Total) will not count down until the timer is resumed. Note that the max turn time limit will still count down (Turn).
(00,00)
Game Menu
Resign
Screenshot
Stats
Hotkeys
Keyboard Hotkeys: C - Toggle damage calculator
A - Hold "A" and click a unit to select an attacker for the calculator
D - Hold "D" and click a unit to select a defender for the calculator
Shift - Hold "Shift" and hover over units to preview their movement tiles
Ctrl - Hold "Ctrl" and hover over units to preview their attack range tiles
Alt - Hold "Alt" and hover over units to preview their vision range tiles
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( Unit:
)
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Army Colors
Orange Star
Blue Moon
Green Earth
Yellow Comet
Black Hole
Red Fire
Grey Sky
Brown Desert
Amber Blossom
Jade Sun
Cobalt Ice
Pink Cosmos
Teal Galaxy
Purple Lightning
Acid Rain
White Nova
Azure Asteroid
Noir Eclipse
Silver Claw
Umber Wilds
✕
Overview
Stats
Victory
-
0 | 0
Defeat
-
0
|
0
Generated:
Value:
Copter Command
[
0 /
27000
]
Airborne Assault
[
0 /
81000
]
Copters' attack is increased to +65%. 9 HP unwaited infantry are placed on every owned, empty city.
Copters' attack is increased to +65%. 9 HP unwaited mechs are placed on every owned, empty city.
Hyper Repair
[
0 /
27000
]
Hyper Upgrade
[
0 /
81000
]
All units gain +2 HP.
All units gain +5 HP, +10% attack, and +1 movement.
-
0
-
0
-
0
0/?
0/?
0/?
0/?
0/?
0/?
0/?
Beat Down
[
10015 /
27000
]
Block Rock
[
10015 /
81000
]
Land indirects gain +1 range, and plains bonus is increased to +20%.
Land indirects gain +1 range, plains bonus is increased to +40%, and vehicles gain +2 movement.
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[
0 /
0
]
[
0 /
0
]
-
0
-
0
-
0
0/?
0/?
0/?
0/?
0/?
0/?
0/?
Enhanced Vision
[
0 /
27000
]
Counter Break
[
0 /
81000
]
All units gain +1 vision, and can see into forests and reefs.
All units gain +1 vision, and can see into forests and reefs. A unit being attacked will attack first (even if it would be destroyed by the attack).
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[
0 /
0
]
[
0 /
0
]
-
0
-
0
-
0
0/?
0/?
0/?
0/?
0/?
0/?
0/?
Terrain Tactics
[
4135 /
27000
]
Prime Tactics
[
4135 /
81000
]
Movement cost for all terrain is reduced to 1, except in Snow.
Terrain stars are doubled (attack and defense). Movement cost over all terrain is reduced to 1, except in Snow.
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[
0 /
0
]
[
0 /
0
]
-
0
-
0
-
0
0/?
0/?
0/?
0/?
0/?
0/?
0/?
Lightning Drive
[
0 /
27000
]
Lightning Strike
[
0 /
81000
]
Air units attack and defense are increased to +20%.
Air units attack and defense are increased to +20%. All non-footsoldier units may move and fire again, even if built this turn (use this power after moving!).
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[
0 /
0
]
[
0 /
0
]
-
0
-
0
-
0
0/?
0/?
0/?
0/?
0/?
0/?
0/?
Meteor Strike
[
27000 /
27000
]
Meteor Strike II
[
54825 /
81000
]
A 2-range missile deals 4 HP damage. The missile targets an enemy unit located at the greatest accumulation of unit value.
A 2-range missile deals 8 HP damage. The missile targets an enemy unit located at the greatest accumulation of unit value.
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[
0 /
0
]
[
0 /
0
]
-
0
-
0
-
0
0/?
0/?
0/?
0/?
0/?
0/?
0/?
Hyper Repair
[
27000 /
27000
]
Hyper Upgrade
[
76904 /
81000
]
All units gain +2 HP.
All units gain +5 HP, +10% attack, and +1 movement.
Warning: Division by zero in /home/matsuzen/public_html/funcs/create_power_bar.php on line 28
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[
0 /
0
]
[
0 /
0
]
-
0
-
0
-
0
0/?
0/?
0/?
0/?
0/?
0/?
0/?
Market Crash
[
26040 /
27000
]
War Bonds
[
26040 /
81000
]
Reduces enemy power bar(s) by (10 * Funds / 5000)% of their maximum power bar.
Receives funds equal to 50% of the damage dealt when attacking enemy units.
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[
0 /
0
]
[
0 /
0
]
-
0
-
0
-
0
0/?
0/?
0/?
0/?
0/?
0/?
0/?
Player Boxes Position
Power bars
Action
Date
None!
?
Hold down "A" or "D" while clicking a unit to add it to the calculator
✕
{{attacker.co.co_name === "Lash" && attacker.power === "S" ? attacker.terrain.terrain_defense * 2 : attacker.terrain.terrain_defense}}
Toggle out of ammo
{{defender.co.co_name === "Lash" && defender.power === "S" ? defender.terrain.terrain_defense * 2 : defender.terrain.terrain_defense}}
Toggle out of ammo
{{damage.minInfo.percent}}% - {{damage.maxInfo.percent}}%
{{damage.minInfo.fundsDamage}}
- {{damage.maxInfo.fundsDamage}}
@{{defRemainingHP.minHP}}HP
{{damage.minCounterInfo.minLuck.counterPercent}}% - {{damage.minCounterInfo.maxLuck.counterPercent}}%
@{{defRemainingHP.maxHP}}HP
{{damage.maxCounterInfo.minLuck.counterPercent}}% - {{damage.maxCounterInfo.maxLuck.counterPercent}}%
{{damage.minCounterInfo.minLuck.counterFundsDamage}}
- {{damage.maxCounterInfo.maxLuck.counterFundsDamage}}
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