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Official Rules List
JakeSamiRulz edited this page Apr 5, 2021
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- Movement -> Mirror AWDoR-DS (Move) / AW2-AW1 (Move Cancelling)
- Damage Formula -> AWDoR (Complete) / CWT Hybrid (AW2 - AWDoR)
- 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)
- Same price rate like AW2
- Will get more expensive for 10 powers, than be a standard price
- In COZ -> Follows AWDS
- Outside COZ -> Follows AW2
- Commander units start at No Rank (instead of Veteran)
- Commander units gain +1 Rank every time they kill a unit
- Regular units can only rank up in an owned CO Zone
- Regular units can't rank up past the active Commander Unit
- AWDoR Special terrain and buildings keep their stars
- +1 terrain movement (Air, Infantry, Sea, Transport Move Types)
- 2x Fuel Consumption {all units}
- No property resupply {all units}
- FoW (Immunity grants MoW)
- All Units Vision is 1
- +1 terrain movement (Tires, Treads)
- MoW (Immunity grants Clear)
- (-30/+0) {all units}
- -1 indirect range {all units}
- (+0/-20) {all units with less than 2 Terrain Stars}
- -1 movement {all units}
- -1 HP Repair Rate {all units}
- 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
- Guard (I): (+5/+5)
- Elite (II): (+10/+10)
- Veteran (V): (+20/+20)
- Ace (A): (+30/+30) Pocket CO Zone {Campaign Boss Commanders Only}
- 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
- 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
- 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
- (+1/+0) per each owned sea unit on the map (owned units)
- 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
- 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
- Both Commanders have to be on the battlefield to use as CO Units
- Both Commanders have to have their SCOP fully charged to use
- 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
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Each Leader Unit is required to have a unit it upgrades from
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Does not have a damage chart, instead uses other units attack, defense, ammo counts, movement to decide power level
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They come with a Pocket CO Zone
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Can be upgraded in active Commander Zone for 50% cost, but causes Commander Unit to wait
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Upgrading a Leader Unit always costs 50% of the base unit cost
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Leader units must be upgraded into and can no longer be built
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Units can only upgrade if the CO Unit is on the battlefield
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They can only be upgraded in an owned CO Zone or owned property
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Upgrading on an owned property causes the upgraded Leader Unit to wait
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Upgrading anywhere else requires the CO Unit to use the 'Upgrade' command, causing the CO Unit to wait
- 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
- 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
- Defense Stars -> AWDoR Defense
- Communication Towers -> AWDoR Defense
- The rest goes into AWDoR Defense
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